How strong MCTS bots work these days
Posted: Fri Nov 15, 2013 12:32 pm
There's an interesting discussion going on on the computer go mailing list recently. Hopefully it's common knowledge that MCTS isn't really composed of "random" playouts. Both at the initial tree building phase and the playout phase, engines use go knowledge to decide what moves to use. Nonetheless, I found this thread surprising: it seems that several good engines are much smarter than I realized.
What do I mean by that? Aya, for instance, can beat GnuGo with only 350 playouts, while Oakfoam needs only 700. Or measured another way, with 1200 playouts, Aya can be 1k on KGS, with 2500, it can be 1 dan.
Many program authors haven't chimed in, but there does seem to be a consensus that the best approach relies on intelligent tree selection.
Check out the original post (http://dvandva.org/pipermail/computer-g ... 06320.html) or view the whole thread (http://dvandva.org/pipermail/computer-g ... .html#6320).
What do I mean by that? Aya, for instance, can beat GnuGo with only 350 playouts, while Oakfoam needs only 700. Or measured another way, with 1200 playouts, Aya can be 1k on KGS, with 2500, it can be 1 dan.
Many program authors haven't chimed in, but there does seem to be a consensus that the best approach relies on intelligent tree selection.
Check out the original post (http://dvandva.org/pipermail/computer-g ... 06320.html) or view the whole thread (http://dvandva.org/pipermail/computer-g ... .html#6320).