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Re: [computer-go] Evaluation functions and turbulence
I was just thinking about quiescence and turbulence in game
positions. I take turbulence to be the opposite of quiescence. I think
that turbulence is intended to be a measure of how badly an evaluation
function will work in a particular position. Low turbulence means we will
get a reasonable evaluation, high turbulence means we will get a poor
evaluation and it may be a good idea to do more look-ahead.
In go turbulence would be related to unsettled groups (among other
things), In many cases you would have an idea of the ways in which the
evaluation could be wrong. For example, if an unsettled group would yield
4 points of territory if it lived and cost 30 points (in prisoners and
territory) if it died, and the evaluation was 7 ignoring that group, then
the actual evaluation would be between 3 and 37. This leads me to the
idea of evaluation intervals. This could lead to some interesting ways to
search the game tree.
For example, if the evaluation interval of best move at ply 1 did not
intersect with any other evaluations then further search would be
unnecessary. If the evaluation intervals of other moves intersected with
the best move's interval then these should be searched more
deeply.
Any mileage in any of this ??
Cheers David
(aka GL7's Keeper)
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