The proposed method was applied to the games of Hex and Y. An implementation is available at http://www.cis.hut.fi/praiko/hex/. Figure 5 shows a game of Hex played by the proposed method against itself. The red player won as can be seen from the path starting from moves 43, 33, 21. The level of play is not very high, but taking into consideration that the system is not game-specific and that the implementation is preliminary, the level is acceptable.
Figure 6 shows the position before move 31. Because of symmetry of the criterion for selecting new patterns, they are generated in pairs, for instance, the patterns red at and blue at were the first two. Patterns in the order of appearance {}, {}, {}, {}, {}, {blue , }, {red , }, {red , }, {red , }, {blue , }, and so forth. The patterns are clearly concentrated on areas of interest and they are local.
A tournament between 8 different computer players was held in the game of Y such that each player met every opponent 10 times as black and 10 times as white, 640 games in total. The first player made just random moves chosen uniformly from all the available moves. Three players , and used the all-moves-as-first heuristic with 100, 1000, and 10000 fully random play-outs per move, accordingly. Players and used second-order heuristics, that is, considering all patterns where a single move is made by the player in turn. The final two players and used selective patterns, whose number varied from 0 to 99 and size from 0 to 7. The players - used the second-order move selection in Equation (5). The number of play-outs and the average time per move is shown in table 1.
The results are shown in Table 2. Black won 53% of the matches since the first move gives an advantage. Player lost all games againt other players. Player was also clearly worse than the others. The differences between the players - are not clear from the limited amount of data.
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