That's going to repeat the same exact path through the tree three times, isn't it? If so, it seems like it would be more efficient to do N playouts from the leaf after each traversal of the tree.

[EMAIL PROTECTED] wrote:
There is another speedup trick that might interest you. IIRC Lukasz Lew came up with it, but I forget what he called it. After calculating the selected move for an internal node (going through UCT and RAVE and whatnot) store that move. Then, for the next N visits to that node (where N is 5 or 10 or so), just repeat that move without having to calculate what the move would be.

- Dave Hillis

-----Original Message-----
From: Mark Boon <[EMAIL PROTECTED]>
To: computer-go <computer-go@computer-go.org>
Sent: Tue, 2 Dec 2008 11:17 pm
Subject: Re: [computer-go] Monte-Carlo Tree Search reference bot

I have made some minor performance improvements and this is as far as I intend to take this particular project. I might make some small changes if necessary, but most likely I'll leave this largely unchanged from now. I had set myself as an arbitrary goal that it should do at least 20K playouts. But with real liberties, AMAF and a RAVE formula I got stuck in the 16K-17K range. According to my profiler that is mostly due to the expensive formula used to compare nodes, where it says it spends 25% of total time. The formula I'm using is: beta * (virtual-win-ratio + RAVE) + (1-beta) * (win-ratio + UCT) beta = 1 - log(parent-visits) / 20 UCT = exploration-factor *sqrt( log(parent-visits) / (nr-visits+1) ) RAVE = exploration-factor *sqrt( log(parent-visits) / (nr-virtual-visits+1) ) There are probably quite a few possibilities still to tune this program with regards to playing strength and performance. But I felt it doesn't help to obscure the implementation by too many details. The implementation of the search algorithm was entirely game-independent, until I introduced AMAF. I didn't see how to fix that, as there's no way getting around that it's based on the fact that a move is represented by a single coordinate, which is mapped to an array to store the statistical values. But strip the AMAF part, which is a block of 30 odd lines of code, and I think it can be used for other games basically as-is. I did this not because I ever see myself program another game, but because in my experience in doing so I get a cleaner separation between modules. At 2,000 playouts, it's still quite a bit weaker than the plain MC-AMAF refbot. It wins only about 33%. But that's probably because the 1,000-2,000 playouts range is the sweet-spot for that particular type of playing engine. It doesn't scale from there, whereas the MCTS ref-bot only just gets warmed up with 2,000 playouts. This leads me to a question. I suppose it might be of some interest to put this bot up on CGOS. But what parameters to use? The main one being the number of playouts, naturally. Mark _______________________________________________ computer-go mailing list computer-go@computer-go.org <mailto:computer-go@computer-go.org> http://www.computer-go.org/mailman/listinfo/computer-go/
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