On 5 January 2012 09:35, Joseph Heled <
address@hidden> wrote:
> I wonder if this is just the net or the cube code contributes as well.
> As you know, the cube code in gnubg-nn is different from the one used in
> gnubg. (my own dewvelopment).
> I always thought it did better, but it will be interesting if someone
> verifies it, and offers it as a gnubg option (especially with regard to the
> odd/even issue).
>
> -Joseph
>
> On 5 January 2012 21:17, Massimiliano Maini <
address@hidden> wrote:
>>
>> On 5 January 2012 02:20, Joseph Heled <
address@hidden> wrote:
>> > Seems like you got a very very slightly better race net, but I would be
>> > surprised if it makes a difference in real life.
>> >
>> > Would be much more interesting to
>> > - get a better contact or crashed net
>> > - expand the roll-out database for all categories (should be easy with
>> > the
>> > current availability of cycles)
>> > - improve cube decisions (this is a hard one)
>> > - improve back game evaluation and play (very hard one)
>> >
>> > -Joseph
>>
>> One thing that has always puzzled me is the strange behavior of the
>> strength
>> of gnubg at different plies. The last large scale study (done to compare
>> the
>> existing bots to the new extreme gammon), is resumed here:
>>
>>
http://www.extremegammon.com/studies.aspx
>>
>> Checker play is fine, error goes down as plies go up.
>> However, for cube actions, the situation is very strange:
>>
>> 3ply does much better than 2ply and 4ply on missed doubles and wrong
>> takes.
>> But 3ply does terribly worse than 2ply and 4ply on wrong doubles and
>> wrong passes.
>>
>> It has always been accounted to the so called "odd-even" effect, but
>> no other bot
>> seems to be affected as much as gnubg.
>>
>> MaX.
>>
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>
>