If I think something will overflow a 4-byte, I use an 8-byte.

Yeah, I should add the ability to write out an SGF for a part of the tree.


Jason House wrote:
What do use for your counters? 32 bit numbers max out at 4 billion, and you're already beyond that.

Is it possible to generate an SGF file showing the dominant variations with the number of wins and losses? It'd be interesting to see what the bot considers to be the best sequences are...

Sent from my iPhone

On Jul 10, 2009, at 10:10 PM, Michael Williams <michaelwilliam...@gmail.com> wrote:

Now that I have this system of generating really big game trees, what sort of interesting things could I do with it? The exact number of nodes I can store is not exact because I'm doing various things to reduce each node's footprint when it goes to disk. I'm currently building a tree that is bushy at the root (heavy exploration term) and normal UCT beneath that. It is at 28 billion nodes now and projecting a capacity of 122 billion. The current node rate is about 130k per second (on 1 Core2 core). This is on a 9x9 board. I'm still using Libego for playouts. And I'm deleting symmetrically-equivalent moves from the tree. That is all that gets pruned.

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