SmartGo: How it works and how it doesnt - PowerPoint PPT Presentation

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SmartGo: How it works and how it doesnt

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Pick N moves with highest value (N=15 at top level, N=10 below, N=5 deep in tree) ... Groups (areas inside links) Tactics: Life & death, connection, semeai ... – PowerPoint PPT presentation

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Title: SmartGo: How it works and how it doesnt


1
SmartGo How it works(and how it doesnt)
  • Anders Kierulf
  • Smart Go, Inc.

2
Overview
  • How SmartGo chooses a move
  • Move selection
  • Position evaluation
  • What works
  • What doesnt

3
Algorithm for Play a Move
  • Choose time per move
  • Full-board selective search
  • Move selection Whatever works
  • Position evaluation As well as possible
  • Dont care how position is reachedNo urgency
    value for moves
  • Pick best move when out of time

4
Full-board search Good
  • Ignores small stuff, sees big tradeoffs
  • Avoid some blunders
  • Lookahead handles interaction between groups,
    multi-purpose moves
  • Playing it out rather than guessing effect of a
    move
  • Most positions have acceptable move
  • Iterative deepening widening

5
Full-board search Bad
  • Horizon effect
  • Non-local moves
  • Quiescence
  • Uncertainty in evaluation
  • Hard to evaluate positions fast enough
  • Only 3-5 ply lookahead

6
Move Selection
  • Some patterns (hard-coded)
  • Move generators Play in empty corner, extend
    along side,
  • Tactical moves Block captures, LD (GoTools),
    connections, semeai
  • Pick N moves with highest value (N15 at top
    level, N10 below, N5 deep in tree)

7
Move Selection Good
  • Most positions have acceptable move
  • Just make sure good move gets generated, dont
    care why
  • E.g. generate opponents response
  • Move selection independent of evaluation of
    resulting position
  • Can easily add new move generators

8
Move selection Bad
  • Ad-hoc, significant gaps
  • No joseki moves yet
  • Hard to tune move values (value inflation)

9
Position evaluation
  • Safe areas (Benson Müller)
  • Capture tactics
  • Influence
  • Links (patterns influence)
  • Groups (areas inside links)
  • Tactics Life death, connection, semeai

10
Position Evaluation Good
  • Sequence to position doesnt matter
  • Groups are alive, dead, unsettled, or unknown
  • Area counted full or moyo (1/3 point)
  • Tactical results get cached
  • Reduce area around unstable boundaries

11
Position Evaluation Bad
  • Hard to evaluate position fast enough
  • Dependency area for tactics too large
  • No concept of weak group strength
  • No idea of good shape
  • No idea of ko threats

12
GoTools for Life Death
  • GoTools by Thomas Wolf
  • Superb on small enclosed problems
  • Great when it can solve the problem

13
GoTools Issues
  • GoTools takes too long
  • Heuristic version not accurate
  • Always enclosing problem
  • Boundary may affect solution
  • Boundary may be poorly chosen
  • No boundary change during search
  • Poor heuristics if GoTools fails
  • Too accurate Doesnt try if dead

14
Future Local search
  • Divide board into independent areas
  • Search for both players in each area
  • Combine using combinatorial game theory
  • Faster (fewer moves, smaller area)
  • More accurate evaluation
  • Look deeper while area unsettled
  • But New problems to worry about!
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