On Sat, 2007-09-15 at 18:55 -0400, Jason House wrote: > Here's the quick run down of what I do: > 1. Play out a random game, saving every move > 2. Compute how many moves to keep (typically, 5/8 of the moves in the > random game, min 1 move) > 3. I quickly replay the game to mark who played in which spots first > (for only the first 5/8 of the plays). > 4. Then, for each move by housebot, score it as a simulation and > either > a win or a loss (loss is implicit as sims-wins) > 5. (not shown below) After all simulations are done, compute > wins/sims > for every legal point and pick the win rate as the move to play.
This appears to be my exact logic. I can imagine many places where you might be doing something wrong. 1. Are you sure you are scoring the final game correctly including the proper accounting for komi? 2. Do you include passes in the random games? You should not. 3. Are you sure the eye rule isn't somehow broken? How do you generate random moves for a game? A simple way, though not the fastest is build a list of all possible moves, pick one at random and play it if it's legal. If it's not, throw the move out and pick randomly from the list again. You won't get random moves if you simply start at a random position but then just move forward in the list until you find a legal move. 4. Do you use a decent random number generator? (probably not an issue unless you have a really crappy one. - Don _______________________________________________ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/