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Re: [computer-go] Evaluation functions and turbulence



David Elsdon wrote:

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 ??

Sure, if such knowledge is reliable you can use it to narrow the alpha-beta window, pruning irrelevant parts of the tree. It is quite similar to what I did with the (internal) unconditional bounds in Migos. See http://www.cs.unimaas.nl/~vanderwerf/pubdown/solving_go_on_small_boards.ps.gz

Erik

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