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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