20 playouts is a bit slow Folkert. But I've been there, too! Now my bot is at around 1000 19x19 pps and 5000 on 9x9 (but I also check to not play into single point eyes). That's still quite slow and further optimisation will be required. But OTOH on a 4 core machine without UCT (only the AMAF) heuristic I get around 1250ELO on CGOS 13x13 ( http://cgos.boardspace.net/13x13/cross/Imrscl-017-A-N.html).
Urban On Sat, Mar 28, 2015 at 11:30 AM, Petr Baudis <pa...@ucw.cz> wrote: > On Sat, Mar 28, 2015 at 10:15:32AM +0100, Álvaro Begué wrote: > > I am not sure I understand the question. The only thing that is typically > > not checked in the playouts is superko. What other "validity checks" are > > you performing? > > There is a few: > > (i) No single stone suicide. Can't think of how to playout without > that, you wouldn't know when to stop playing. > > (ii) No multi stone suicide. Sometimes in the fastest implementations > this rule is relaxed (i.e. you proclaim that you are using Tromp-Taylor > or New Zealand rules). But in real-world engines, you need to check > things like self-atari or 2-liberty semeai and then a suicide check > naturally falls out from that too. > > (iii) No ko. This is a pretty cheap check, and without it again your > playouts may end up looping. > > BTW, the fastest playouts are probably done by libego and that's open > source. But as I said in the past - consider not optimizing first; > write some reasonable playout heuristics first and *then* profile your > code. > > Petr Baudis > _______________________________________________ > Computer-go mailing list > Computer-go@computer-go.org > http://computer-go.org/mailman/listinfo/computer-go > -- Blog: http://bettong.net/ Twitter: https://twitter.com/ujh Homepage: http://www.urbanhafner.com/
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