Today’s topic is a
little different: it’s as much an art project as it is engineering
or science. Pretty graphs below, but first, an introduction.
UCT is messy by
computational standards. It wends its way towards perfect play, but
the answers you get depend on how long you waited before asking and
how fast the hardware was running, not to mention a stream of
pseudo-random numbers. An antivirus program running in the
background, a network blip on another continent, bubbles in your
CPU’s thermal paste – they can all affect what a general game
player ends up returning as its move.
So what happens if
we take some of that messiness away?