Re: [Computer-go] Seldom, but not alarming

2015-11-07 Thread Ingo Althöfer
> >Can you tell us the rules of the game? Maybe they help to explain the 
> >phenomenon. 
> 
> The game is https://boardgamegeek.com/boardgame/149910/six-making

Thanks. It might be an interesting test-stone for
MCTS procedures.
 
> The most unusual thing I see in the UCT tree is that at all the moves
> seem to be evaluated about the same, right up to the point where wins 
> start appearing; so the UCT tree is unusually uniform.  The typical
> branch factor is 40 or so, and all 40 moves tend to be have about the
> same number of visits and win rate...

> It's not a practical problem either, since the robot is devastatingly
> good compared to human players, even with very short time.

And even in longtime mode the bot is better?!
 
> If possible, make a PDF of your paper available.

Sorry, we transfered the copyright to Springer.
You will get a private mail from me ...

Ingo.
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Re: [Computer-go] Seldom, but not alarming

2015-11-07 Thread Dave Dyer

>Can you tell us the rules of the game? Maybe they help to explain the 
>phenomenon. 

The game is https://boardgamegeek.com/boardgame/149910/six-making

The most unusual thing I see in the UCT tree is that at all the moves
seem to be evaluated about the same, right up to the point where wins 
start appearing; so the UCT tree is unusually uniform.  The typical
branch factor is 40 or so, and all 40 moves tend to be have about the
same number of visits and win rate.

Currently, the best way to cope with the problem is to simply
stop the run when the node limit is hit. 

It's not a practical problem either, since the robot is devastatingly
good compared to human players, even with very short time.

If possible, make a PDF of your paper available.

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[Computer-go] Seldom, but not alarming

2015-11-06 Thread Ingo Althöfer
Hi Dave,

> Developing a UCT robot for a new game, I have encountered a
> surprising and alarming behavior:  the longer think time the
> robot is given, the worse the results.  

Can you tell us the rules of the game?
Maybe they help to explain the phenomenon.
(Once, Cameron Prowne had strange MC behavior in one of his newly
invented games.)

**
A few years ago, Wesley M. Turner and I artificially designed (simple)
games with the intention to achieve strange MC-bot behavior.
We were very successful. Our findings are in a paper
"Anomalies of pure monte-carlo search in monte-carlo perfect games"

"MC-perfect game" means that the performance of pure MC (without tree
part) converges to optimal play when playout number goes to infinity.
We were able to construct such games where for instance MC(1000)
achieves less than 1 percent of wins in play against MC(1).

Here, MC(k) is the agent that plays k random games for each
succesor of the current position.

Our paper is in the proceedings of
Computers and Games: 8th International Conference, CG 2013, Yokohama, Japan.
Editors H.J. van den Herik, H. Iida, A. Plaat.
Springer Lectures Notes in Computer Science 8427, p.84-99.

Ingo.
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