Helps a little, but I'm still unclear on how a new node is handled.
Do you have lightweight nodes (that only contain info on one positions, with pointers to children and siblings)? Then when uct finds a node with no children, what do you do? Mogo and Mark create a new node for each new simulation. So do you create a single random child at this point and continue, or do you create all children, then pick one, and continue? The descriptions of RAVE are also pretty unclear. I guess each node has a rave counter that counts how many times this move was seen during a playout. When you backup data in the uct tree, do you visit every child and update the rave counters of the children? David From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jason House Sent: Tuesday, February 05, 2008 11:15 AM To: computer-go Subject: Re: [computer-go] More UCT / Monte-Carlo questions On Feb 5, 2008 2:08 PM, David Fotland <[EMAIL PROTECTED]> wrote: It think many programs run several simulations through a node before allocating the children. I can see how this saves memory, but then how do you save the RAVE information from the early simulations? For RAVE, after doing a sim at a leaf, I walk back up the UCT tree. At each internal node, I keep update RAVE game counters applicable children. I never go deeper into the tree to apply RAVE values. Does that help?
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