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Re: [computer-go] Pattern matching - example play
I too had great trouble with null move in GO. Yes, I get large
speedups but null move isn't so great when the threats are slow and
long term. In chess, threats tend to be immediate and require
immediate responses. Even chess programs suffer from null move when
long slow burning attacks happen. I think the evaluation has to be
really good to get the most benefit from this kind of pruning, because
null move also prunes tiny positional threats. It won't prune these
too much if the evaluation has some sense about them.
Every time I try, null move weakens the program. I believe this can
be fixed. I just haven't spend a great deal of time yet getting into
the problem since my program is not search based. (I have a version
that is for experimentation.)
- Don
X-Original-To: computer-go@xxxxxxxxxxxxxxxxx
Date: Thu, 02 Dec 2004 12:21:29 +0100
From: Erik van der Werf <e.vanderwerf@xxxxxxxxxxxxxxxxx>
Hi Vincent,
You're absolutely right that I can get far deeper using nullmove.
Unfortunately however, as I mentioned here before, for reasons I do not
yet fully understand nullmove did not increase the playing strength.
The speed was in the order of Mnps, and the evaluation was of course
quite stupid. However, I should point out that these numbers are for an
ancient version of Magog which has very little in common with the
current version which is at least 5 times slower in nps.
Erik
Vincent Diepeveen wrote:
> With nullmove R=3 and some selectivity and good hashtables you should get
> far deeper depending upon the total nodes you see.
>
> What's the nps you get and what time does it allocate for the first few
> moves?
>
> Vincent
>
> At 00:48 2-12-2004 +0100, Erik van der Werf wrote:
> >Chris Fant wrote:
> >> 9 ply full width on 9x9? Certainly not near the beginning of the game.
> >
> >It depends on the time settings. For tournament play it was probably a
> >bit less in the opening and a bit more towards the end.
> >
> >E.
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