I'd recommend more than 110. Maybe 200 is better. In Crazy Stone, I use no limit, and test for superko.
Rémi On 26 mars 2011, at 15:32, Daniel Shawul wrote: > Sorry 81 moves was a bad estimate by me. I am actually using 96 moves. I will > change that to 110 or above > moves and see what effect it has. Also I would take Remi's suggestion i.e to > bias the move selection process. > For the alpha-beta program , I have a decent move ordering algorithm and > qsearch. I guess can borrow some from that. > > In the meantime, I found a paper using UCT for chinese checkers and other > games > http://www.google.com/url?sa=t&source=web&cd=7&ved=0CD4QFjAG&url=http%3A%2F%2Fweb.cs.du.edu%2F~sturtevant%2Fpapers%2Fmpuct_icga.pdf&rct=j&q=UCT%20for%20checkers&ei=mPiNTcqdBsSO0QG20-nWCw&usg=AFQjCNGFgMMMG8xMtawvx-3rQtwXPhfWxQ&cad=rja, > and also > some fun java programs using UCT for checkers. It seems UCT is indeed > competitive in checkers. > I must say I didn't expect that at all. I think the forced nature of captures > helps to improve tactical awareness of the MC simulations. > Is that so ? > > > On Sat, Mar 26, 2011 at 8:52 AM, Erik van der Werf <erikvanderw...@gmail.com> > wrote: > Ah ok, I misunderstood. > > Still something seems to be wrong. On the empty 9x9 board I think most > programs with random/light playouts play in the order of 110 moves. > ~81 moves seems quite low; in my experience you can only get such low > numbers to work well if you have a lot of knowledge in your playouts. > Did you check the quality of the evaluations/playouts? > > If you want UCT to search deeper you need good priors and perhaps > something like rave/amaf. > > Best, > Erik > > > On Sat, Mar 26, 2011 at 1:13 PM, Daniel Shawul <dsha...@gmail.com> wrote: > > Hello, > > I am using monte carlo playouts for the UCT method. It can do about 10k/sec. > > The UCT tree is expanded to a depth of d = 3 in a 5 sec search, from then > > onwards a random playout (with no bias) > > is carried out. Actually it is a 'patial playout' which doesn't go to the > > end of the game, rather upto a depth of MAX_PLY=96. > > If the game has ended earlier, then a win/draw/loss is returned. Otherwise > > I forcefully end the game by using a determinstic eval > > and assign a WDL. For 9x9 go actually most of random playouts end before > > move 81. > > For the alpha-beta searcher , I do classical evaluation. With heavy use of > > reductions > > I can get a depth of 14 half plies , which seems to give it quite an edge > > against the UCT version. > > Is the depth of expansion for the UCT tree too low ? (d = 3 in a 5 sec > > search). Should I lower the UCTK parameter > > to 0.1 or so which seems to give me a depth = 7 at the start positon of a > > 9x9 go. I am confident my implementation is > > correct because it is working quite well in my checkers program despite my > > expectation. > > thanks > > Daniel > > > > On Sat, Mar 26, 2011 at 7:54 AM, Erik van der Werf > > <erikvanderw...@gmail.com> wrote: > >> > >> It sounds like you're using a classical (deterministic) evaluation > >> function. > >> Try combining UCT with Monte Carlo evaluation. > >> > >> Erik > >> > >> > >> On Sat, Mar 26, 2011 at 12:43 PM, Daniel Shawul <dsha...@gmail.com> wrote: > >> > Hello, > >> > I am very new to UCT, just implemented basic UCT for go yesterday. > >> > But with no success so far for GO,I think mostly because it searches > >> > not > >> > very deep (depth = 3 on a 5 sec search with those values). > >> > I am using the following values as UCT parameters > >> > UCTK = sqrt(1/5) = 0.44 UCTN = 10 (visits afte which best move is > >> > expanded) > >> > Even if I lower UCTK down to 7 I get a maximum depth of d=7 at the start > >> > position for a 5 sec search. > >> > For how deep a search should I tune these parameter for ? > >> > Before UCT, I have an alpha-beta searcher which sometimes plays on > >> > CGOS. > >> > It reached a level of ~1500, and this engine seems to be too strong for > >> > the > >> > UCT version. > >> > It just gets outsearched in some tactical positions and also in > >> > evaluation > >> > I think. > >> > For example, I have an evaluation term which gives big bonuses for > >> > connected > >> > strings which seems > >> > to give an edge in a lot of games.. How do you introduce such eval terms > >> > in > >> > UCT ? > >> > But for my checkers program , to my big surprise , UCT made a > >> > significant > >> > impact. The regular > >> > alpha-beta searcher averages a depth=25 but the UCT version I think is > >> > equally strong from the games > >> > I saw. That was a kind of surprise for me because I thought UCT would > >> > work > >> > better for bushy trees and > >> > when the eval has a lot of strategy. It also reached good depths > >> > averaging > >> > 16 plies . > >> > My checkers eval had only material in it, so I don't know if UCT > >> > is bringing > >> > strategy (distant information) to the game > >> > which the other one don't have.The games are not really played out to > >> > the > >> > end rather to a MAX_PLY = 96 > >> > afte which the material is counted and a WDL score is assigned (I call > >> > it > >> > partial playout). > >> > Also the fact that captures are forced seem to help a lot because it > >> > doesn't > >> > make too many mistakes. > >> > I also found out some positions where it encounters similar problems as > >> > ladders in go. But in the checkers case, > >> > this problems are still solved correctly. Only problem is that it > >> > doesn't > >> > report correct looking winning rates. > >> > For example, in a position with two kings where one of the kings is > >> > chasing > >> > the other to the sides to mate it, but > >> > the loosing king can draw by making a serious of correct moves to get > >> > itself > >> > to one of the safe corners; The program > >> > displays winning rates of 0.01 (when it should have been more like 0.5) > >> > but > >> > it still manages the draw ! > >> > thanks and apologies for the verbose email > >> > Daniel > >> > _______________________________________________ > >> > Computer-go mailing list > >> > Computer-go@dvandva.org > >> > http://dvandva.org/cgi-bin/mailman/listinfo/computer-go > >> > > >> _______________________________________________ > >> Computer-go mailing list > >> Computer-go@dvandva.org > >> http://dvandva.org/cgi-bin/mailman/listinfo/computer-go > > > > > > _______________________________________________ > > Computer-go mailing list > > Computer-go@dvandva.org > > http://dvandva.org/cgi-bin/mailman/listinfo/computer-go > > > _______________________________________________ > Computer-go mailing list > Computer-go@dvandva.org > http://dvandva.org/cgi-bin/mailman/listinfo/computer-go > > _______________________________________________ > Computer-go mailing list > Computer-go@dvandva.org > http://dvandva.org/cgi-bin/mailman/listinfo/computer-go _______________________________________________ Computer-go mailing list Computer-go@dvandva.org http://dvandva.org/cgi-bin/mailman/listinfo/computer-go