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Description
Edit: turned it into a general thread instead
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The AGZ spreadsheet mentions only one filter for the value head. In this implementation, two filters are used. Any reason to it? I don't think it's going to have a big impact, but I'm just putting it out there.
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The target policies that are created during simulated games are taken from the prior probabilities p. These are calculated by the neural net. From the AGZ cheatsheet I believe that the target policies should instead be the search probabilities, which are given by the number of visits of a move and the temperature parameter.
Some notes:
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During MCTS search, there are lots of zero Q-values and often patches of Q-values that are almost 1 appear. (This might just be due to a bad network)
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The MCTS batched search yields more Q-values, but the search depth will be considerably lowered. Chosen moves are only at max depth 4 from the current position and usually 2 or 3. Running 64 simulations with batch size 1 can give chosen moves with up to depth 66 from the current position, but of course, it will be slower. Unsure on what is a good balance. Hard to tune.