Bruno Bouzy: Associating Shallow and Selective Global Tree Search with Monte Carlo for 9*9 Go. Computers and Games Bruno Bouzy of Paris Descartes, CPSC, Paris (Paris 5) with expertise in: Artificial Intelligence. Read 73 publications, and contact Bruno Bouzy on ResearchGate. Bruno Bouzy is a player and programmer from France. Born in , his highest rank was 3 dan. He was vice champion of France, losing in the.
|Published (Last):||18 October 2004|
|PDF File Size:||16.89 Mb|
|ePub File Size:||10.65 Mb|
|Price:||Free* [*Free Regsitration Required]|
Therefore, the number of candidate moves decreases while the process is running. Discussion This section discusses the strengths and weaknesses of the statistical ap- proach and opens up some promising perspectives. Of course, Olga uses code available in Indigo. This shows that the result is more or less equal on 9×9. To make its decision, an hedging algorithm uses its top-level algorithm to choose a basic algorithm, and the chosen algorithm makes the decision.
 Planification en temps r\’eel avec agenda de buts et sauts
Progressive pruning is also a way to gain speed comparatively to the basic idea, but to a lesser extent. The only domain-dependent knowledge brunl is the definition of an eye. The re- sult out of 14 9×9 games has been an average 9. Monte Carlo methods have already been used in computer games. Indigo spends few seconds to play a 9×9 game, while Olga spends about 10 minutes.
At depth-one nodes, the value is computed by using the min rule. Because strings, liberties and intersection accessibilities are updated incre- mentally during the random games, the number of moves per second is almost constant and the time to play a game is proportional to the board size.
S is a very good top-level algorithm, and UCB and M3 are very good basic algorithms. They use their own definition of eyes.
We performed experiments to assess … More. For instance, it would suppress moves that work well only when the opponent does not respond. Furthermore, two-level hedging algorithms are more effective than one-level hedging algorithms, buzy three levels are not better than two levels.
Welcome to Bruno Bouzy’s page
We have set up experiments to assess ideas … More. On the contrary D and E are good for black only. In Olga, an eye is an empty intersection surrounded by stones of one color with two liberties or more. As suggested by [Bruegmann, ], a first gruno would be to make the random program use patterns giving the probability of a move advised by the pattern.
In figure 2 the values of the moves A for black and B brunk white largely depend on the order in which they are played. From a practical point of view, how does this relate to the level of play?
It costs nothing in execution time but the move generator remains incomplete and always contains errors. On a 2 Ghz computer, Olga plays 7, random 9×9 games per second and Oleg 10, The time to carry out these tests is proportional to the time spent to play one random game.
Besides, hedging algorithms have been shown to be effective on prediction problems. Probably partly because horizon effects at depth 2 are not less serious than horizon effects at depth 1. First, this has been estimated with a match against two versions of Oleg.
Computer Science > Machine Learning
However, this can turn out to be a fairly dangerous trick. However, optimizing the program very roughly is important. Thus, we would get the best of both worlds: With a view to speeding the basic idea process, an alternative to transposi- tions is progressive pruning: This is both a strength and a weakness of the method. Artificial Brunoo ligence volpages —