Abstract. Monte-Carlo evaluation consists in estimating a position by averaging the outcome of several random continuations, and can serve as an evaluation function at the leaves of a min-max tree. This paper presents a new framework to combine tree search with Monte-Carlo evaluation, that does not separate between a min-max phase and a MonteCarlo phase. Instead of backing-up the min-max value close to the root, and the average value at some depth, a more general backup operator is defined that progressively changes from averaging to min-max as the number of simulations grows. This approach provides a fine-grained control of the tree growth, at the level of individual simulations, and allows efficient selectivity methods. This algorithm was implemented in a 9 × 9 Go-playing program, Crazy Stone, that won the 10th KGS computer-Go tournament.
Move patterns are an essential method to incorporate domain knowledge into Go-playing programs. This paper presents a new Bayesian technique for supervised learning of such patterns from game records, based on a generalization of Elo ratings. Each sample move in the training data is considered as a victory of a team of pattern features. Elo ratings of individual pattern features are computed from these victories, and can be used in previously unseen positions to compute a probability distribution over legal moves. In this approach, several pattern features may be combined, without an exponential cost in the number of features. Despite a very small number of training games (652), this algorithm outperforms most previous pattern-learning algorithms, both in terms of mean log-evidence (−2.69), and prediction rate (34.9%). A 19 × 19 Monte-Carlo program improved with these patterns reached the level of the strongest classical programs.
Abstract. Whole-History Rating (WHR) is a new method to estimate the time-varying strengths of players involved in paired comparisons. Like many variations of the Elo rating system, the whole-history approach is based on the dynamic Bradley-Terry model. But, instead of using incremental approximations, WHR directly computes the exact maximum a posteriori over the whole rating history of all players. This additional accuracy comes at a higher computational cost than traditional methods, but computation is still fast enough to be easily applied in real time to large-scale game servers (a new game is added in less than 0.001 second). Experiments demonstrate that, in comparison to Elo, Glicko, TrueSkill, and decayed-history algorithms, WHR produces better predictions.
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