[computer-go] 10k UCT bots
Don Dailey
drdailey at cox.net
Tue May 13 12:00:36 PDT 2008
Don Dailey wrote:
>
>
> Jason House wrote:
>> On May 13, 2008, at 1:51 PM, Mark Boon <tesujisoftware at gmail.com> wrote:
>>
>>>
>>> On 13-mei-08, at 14:10, Álvaro Begué wrote:
>>>> What others do is the right thing to do. Your method will introduce
>>>> some biases.
>>>
>>> Could you elaborate what bias it could lead to? I also do the same
>>> as Jason. I did consider the possibility of a bias but couldn't
>>> immediately think of one.
>>
>> And I was thinking "let's not repeat this topic"...
>>
>> The probability of picking a point is proportional to 1 + number of
>> illegal points before it.
>>
>> In practice, illegal moves are pretty rare until endgame. At that
>> point, it's a trade off between bias and speed. Random number
>> generation is not cheap. I have yet to see empirical proof that the
>> pick and scan is bad. I've tried both methods in the past and saw no
>> measurable difference in strength.
> I may perhaps take a look at this myself. I think there is a way to
> deal with this issue and get the best of both worlds or at least
> approach it. If this method does not degrade the quality, it's a
> moot point. Otherwise, here is an idea:
>
> 1. For each move list size, pre-compute N tables of move list
> traversal orderings.
> 2. At move selection time alternative between them.
>
> So you would have something in the C language like:
> int *order[S][C]
I forget to mention that S is the move list size (number of empty points
you are interested in) and C is the number of list orderings you want to
alternate between. And a list is returns that is of size S-1 (since
your first move is selected by calling the random number generater.) A
number like 8 or 16 is good (a power of two) because each time you using
the list to select a move, you can increment a counter so that you use a
different move list ordering the next time you are confronted with a
move list of this same exact size.
> Your first move is selected randomly, then from then on you use the
> array returned to form an offset from this.
> This would pay off if you really wanted something very close to
> uniform random and your random number generator was clearly expensive.
> I think there is a great deal of chaos that would make this "almost"
> perfectly uniform. The first move would be selected as you already
> do, using the random number generator but after this you traverse the
> list in random order as specified by this pre-computed table. Even
> though the bias is still there for any given move, it's basically
> non-predictable. On the very next move you will using a different
> table which you choose from in round robin fashion.
> Don't know how flawed this idea is. I believe it is would come close
> to uniformly random but wouldn't be perfect. There would be a minor
> bias when measured over a lot of games, it would probably occur that
> a certain move was being chosen slightly more often, but nothing like
> the bias in the current method.
> Is it worth it? Probably not, but just a crazy idea. Likely there
> are simpler ways to eliminate most of the bias while still minimizing
> the number of random move generations.
> - Don
>
>
>
>
>>
>>
>>> What good does moving it to the end of the list do? Next time around
>>> it's just as likely to be picked as when left in place. Or do you
>>> only process the 'end' after the 'front' moves are all tried?
>>
>> The range of the random number is reduced by one after each failed
>> lookup. Shuffled data has no impact on future use of the array of
>> empty points.
>>
>>
>>>
>>>
>>> Mark
>>>
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>>> computer-go at computer-go.org
>>> http://www.computer-go.org/mailman/listinfo/computer-go/
>>
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