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more text - observations using game replay and modification
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(more text - observations using game replay and modification)
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Using random play in many summary runs, the highest score achieved was 90. While it was fairly easy to push random games into the low 80's running simulations of as little as a few hundred games, going beyond the highest score without adding some smarts will require some very long runs and is unlikely to result in any significant progress.
 
The ability to replay recorded games provides a way to study the behaviour of the problem. Selecting successful random games, truncating them and running multigame simulations using a successful base shows that the seeds of success are sown early. It was possible to better good random game scores (mid 80s) pushing the new scores up into the mid 90s. Unfortunately this technique when applied to Chris Rosin's record game did not produce any new records. However, it was possible to produce games in the high 160's! using random play with a truncated (60%) version of the record game.
 
The program is structured to allow its behaviour to be configured (see M_ vars) to do multi-game simulations and try out strategies. It was a first cut/test bed designed more to understand and explore the problem space rather than for high efficiency.
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Observations:
* The seeds of success are sown early, as random play from a truncated position in a known good game produces good results
* Random play suggests that things are advance fairly quickly before a position gets choked. Many runs hit their mark in the first 5-10k. A few require more (e.g 50K).
 
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