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?