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by spawkfish
3755 days ago
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Thanks! Right now I have just about as close to an "extreme type C" engine as possible. There is a neural network that maps from a board position directly to a ranked list of moves it wants to make., and a little bit of logic on top of that to reject illegal moves. The recognition of wins/draws/losses is actually done in a layer around the engine, which doesn't understand these things yet. One of "tricks" it is vulnerable to right now is being forced into a draw by repetition, because doesn't know that is a thing to avoid. Adding a more traditional search (augmented by the network, of course) is on my todo list, and I think it will improve the playing strength a lot. I am pleasantly surprised though, at how well it plays without any of that. |
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There's also a really interesting possibility in training policy networks with different attributes by using games from players with certain styles of play.