Hi Erik, My program is very based on MoGo's report and the paper. Yes, I used FPU of 1.15.
-Hideki Erik van der Werf: <[EMAIL PROTECTED]>: >Hi Hideki, > >Your results look similar to those of Mogo as reported in their icml >paper. When you ran this experiment, did you use anything like FPU or >progressive widening, or did you use Levente's original design which >always selects unvisited moves first? > >Regards, >Erik > > >On Wed, Feb 6, 2008 at 3:42 PM, Hideki Kato <[EMAIL PROTECTED]> wrote: >> I found some data. GGMC Go v2r6, against GNU Go 3.7.10 level 10, 9x9, >> komi 7.5, 3000 playouts/move, 2000 games match: >> >> Without RAVE: winning rate was 23.1 +- 0.9% (-209 +- 9 ELO) >> With RAVE: winning rate was 65.3 +- 1.1% (+110 +- 8 ELO) >> >> Though this includes some other improvements, most come from RAVE. >> Unlike MoGo, my best 'K' was 1000. >> >> Following is my implementation of RAVE for GGMC v2r6. >> 1) Each playout returns the score and all moves with colors played. >> 2) While back-propagating the value (degitized score), computes the >> mean and the variance according to UCB1 and do the same for RAVE >> seperatelly. For RAVE, the values of all (legal) moves, except played >> one, in a node are updated. >> 3) In the computation of values for RAVE, the point is that there >> appeares three colors (as someone, I remember GCP, mentioned before). >> If the players' colors aren't the same then skip. Count the value as >> is or negate (1 - score, for me), depending on the color of the player >> at the position and the color for the score. >> 4) Before back-propagating the value of each playout, I setup a color >> table for all intersections of the board for speed-up, in fact >> (initialized with EMPTY). That is, fill the board (table[move] = >> color) by tracing the moves and the colors returned by the playout >> forward (from leaf node to end of the game). Then, by tracing the >> path from root to the leaf node, clear the table[move] (table[move] = >> EMPTY), in order to avoid duplicate counting with UCB1. >> 5) While descending the tree, merge the values come from UCB1 and >> RAVE with 'K' according to the formula in the paper. >> >> #Though I'm writing this by reading my source code, this description >> may include some errors. >> >> Hope this helps, >> >> Hideki >> >> Gian-Carlo Pascutto: <[EMAIL PROTECTED]>: >> >> >> I also implemented RAVE in Mango. There was a few points of improvements >> >> (around 60 Elo points with gnugo as reference), but as much as in the >> >> paper of Gelly and Silver :( (around 250 Elo points if I remember well) >> >> >> >> It might be that the effect of RAVE depends a lot on the simulation >> >> strategy. Indeed, sometimes my RAVE was playing very good moves but also >> >> very bad ones. >> > >> >I don't think the simulation strategy is the key. >> > >> >I suspect the improvement is largest when you don't do progressive >> widening. >> > >> >Nevertheless it would be quite interesting to see the implementation >> >details of ggmc's RAVE. RAVE performance is quite dependent on exact >> >implementation and parameters. >> -- >> >> [EMAIL PROTECTED] (Kato) >> _______________________________________________ >> >> >> computer-go mailing list >> computer-go@computer-go.org >> http://www.computer-go.org/mailman/listinfo/computer-go/ >> >_______________________________________________ >computer-go mailing list >computer-go@computer-go.org >http://www.computer-go.org/mailman/listinfo/computer-go/ -- [EMAIL PROTECTED] (Kato) _______________________________________________ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/