[Computer-go] CGT endgame solver
hideki_katoh at ybb.ne.jp
Mon Jul 13 18:21:21 PDT 2015
>> yose-moves and play such moves in random orders. Assuming there are 7,
>> 3, 1 pts moves left at a end position, for example. Correct order is
>> obviously 7, 3 and 1 (sente gets +5 pts) but all combinations are played
>> at the same probability in MC simulations now. The average of the
>> scores has, thus, a big error.
>Does the MCTS program just play bad moves, or does it ever play
>game-losing moves? (E.g. at the point in the game where 2pt gote is the
>biggest move, which is still before CGT kicks in, isn't it?)
I can say just "heavily depends on the position", maybe, mainly due to
maximizing not score but winning rate. Another reason for high level
games: playing correct moves at endgames requires correct solutions of
L&D problems on a position.
>(I'm quite curious how many playouts are needed for correct play on
>- or do all the strong programs get it wrong and lose the game?)
Anyway, number of playouts does not help (or, at least help a little if
using adaptive simulations) playing correct yose. Number of playouts
only reduces statistical errors. If the average is wrong, quantity
makes no sense.
Hideki Kato <mailto:hideki_katoh at ybb.ne.jp>
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