Re: [computer-go] 9x9 study rolloff

2008-01-31 Thread Sylvain Gelly
Hi,

With such a large number of playouts, the tree size limit (and so
heavy pruning) is certainly a possible hypothesis. The simplest way to
test it would be to run the same MoGo_17 or _18 with a much bigger
tree (taking more memory). --collectorLimitTreeSize is by default
40 (number of nodes). If you want to increase beyond 100, you
should also add --limitTreeSize 200 (this limitTreeSize does not
make much sense with the pruning, but it is a hard limit which,
whatever happens, will not be reached... modulo bugs ;))

Sylvain

2008/1/31, Janzert [EMAIL PROTECTED]:
 I haven't seen anyone else mention this, although I may have missed it
 in one of the previous discussions.

 I find it pretty amazing that both Mogo and Fatman are leveling off at
 exactly, or almost exactly, the same number of playouts (i.e. Fatman lvl
 14 == Mogo lvl 18 == 8388608 playouts). Could it simply be that they
 have run out of memory to build a larger tree and are starting to prune
 branches that would become critical if they had the space to explore them?

 Janzert

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Re: [computer-go] 9x9 study rolloff

2008-01-31 Thread Don Dailey


Janzert wrote:
 I haven't seen anyone else mention this, although I may have missed it
 in one of the previous discussions.

 I find it pretty amazing that both Mogo and Fatman are leveling off at
 exactly, or almost exactly, the same number of playouts (i.e. Fatman lvl
 14 == Mogo lvl 18 == 8388608 playouts). Could it simply be that they
 have run out of memory to build a larger tree and are starting to prune
 branches that would become critical if they had the space to explore
 them?
That could explain mogo and so could the floating point issue.   But it
doesn't explain FatMan, because there are still enough nodes in it's
memory pool for this number of play-outs.

- Don


 Janzert

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Re: [computer-go] 9x9 study rolloff

2008-01-31 Thread Jason House
I recently upped mine from 32 bit to 64 bit.  Once I put more checks in my
code, I found that stale data was getting reused.  I may be an exception to
the rule though because I've never implemented a way to clear out old search
data.  My engine is slow, so that's less of a problem in short CGOS games.

On Jan 31, 2008 4:14 PM, steve uurtamo [EMAIL PROTECTED] wrote:

 how many bits are you guys using for your (presumably)
 zobrist hashes?  just curious.

 :)

 s.


 - Original Message 
 From: Don Dailey [EMAIL PROTECTED]
 To: computer-go computer-go@computer-go.org
 Sent: Thursday, January 31, 2008 3:33:36 PM
 Subject: Re: [computer-go] 9x9 study rolloff



 Janzert wrote:
  I haven't seen anyone else mention this, although I may have missed it
  in one of the previous discussions.
 
  I find it pretty amazing that both Mogo and Fatman are leveling off at
  exactly, or almost exactly, the same number of playouts (i.e. Fatman lvl
  14 == Mogo lvl 18 == 8388608 playouts). Could it simply be that they
  have run out of memory to build a larger tree and are starting to prune
  branches that would become critical if they had the space to explore
  them?
 That could explain mogo and so could the floating point issue.  But it
 doesn't explain FatMan, because there are still enough nodes in it's
 memory pool for this number of play-outs.

 - Don

 
  Janzert
 
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Re: [computer-go] 9x9 study rolloff

2008-01-31 Thread Jason House
On Jan 31, 2008 4:31 PM, Don Dailey [EMAIL PROTECTED] wrote:

 FatMan doesn't use a hash table to represent the tree,  it actually uses
 a tree with pointers and so on.

 For detection of repetition in the search part,  FatMan uses a 64 bit
 zobrist key.



How do you find a pre-existing node to point to without a hash table
lookup?  I view a hash table as a mapping between the zorbist key and the
(pointer to) the node of interest.
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Re: [computer-go] 9x9 study rolloff

2008-01-31 Thread Don Dailey
FatMan doesn't use a hash table to represent the tree,  it actually uses
a tree with pointers and so on.

For detection of repetition in the search part,  FatMan uses a 64 bit
zobrist key.

- Don


steve uurtamo wrote:
 how many bits are you guys using for your (presumably)
 zobrist hashes?  just curious.

 :)

 s.

 - Original Message 
 From: Don Dailey [EMAIL PROTECTED]
 To: computer-go computer-go@computer-go.org
 Sent: Thursday, January 31, 2008 3:33:36 PM
 Subject: Re: [computer-go] 9x9 study rolloff



 Janzert wrote:
  I haven't seen anyone else mention this, although I may have missed it
  in one of the previous discussions.
 
  I find it pretty amazing that both Mogo and Fatman are leveling off at
  exactly, or almost exactly, the same number of playouts (i.e. Fatman lvl
  14 == Mogo lvl 18 == 8388608 playouts). Could it simply be that they
  have run out of memory to build a larger tree and are starting to prune
  branches that would become critical if they had the space to explore
  them?
 That could explain mogo and so could the floating point issue.  But it
 doesn't explain FatMan, because there are still enough nodes in it's
 memory pool for this number of play-outs.

 - Don

 
  Janzert
 
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  computer-go mailing list
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  http://www.computer-go.org/mailman/listinfo/computer-go/
 
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 it now.
 http://us.rd.yahoo.com/evt=51733/*http://mobile.yahoo.com/;_ylt=Ahu06i62sR8HDtDypao8Wcj9tAcJ%20

 

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Re: [computer-go] 9x9 study rolloff

2008-01-31 Thread Don Dailey
Sylvain,

These 2 parameters are confusing to me.   --collectorLimitTreeSize
sounds like it limits the tree size to whatever your setting are,  but
so does  --limitTreeSize. What is the difference between a tree and
a collector tree?   

I assume the collector is a garbage collector of some sort?My guess
is that the collector limit is the largest tree allowed after collection
and the --limitTreeSize is how big it must get before collection?  

- Don




Sylvain Gelly wrote:
 Hi,

 With such a large number of playouts, the tree size limit (and so
 heavy pruning) is certainly a possible hypothesis. The simplest way to
 test it would be to run the same MoGo_17 or _18 with a much bigger
 tree (taking more memory). --collectorLimitTreeSize is by default
 40 (number of nodes). If you want to increase beyond 100, you
 should also add --limitTreeSize 200 (this limitTreeSize does not
 make much sense with the pruning, but it is a hard limit which,
 whatever happens, will not be reached... modulo bugs ;))

 Sylvain

 2008/1/31, Janzert [EMAIL PROTECTED]:
   
 I haven't seen anyone else mention this, although I may have missed it
 in one of the previous discussions.

 I find it pretty amazing that both Mogo and Fatman are leveling off at
 exactly, or almost exactly, the same number of playouts (i.e. Fatman lvl
 14 == Mogo lvl 18 == 8388608 playouts). Could it simply be that they
 have run out of memory to build a larger tree and are starting to prune
 branches that would become critical if they had the space to explore them?

 Janzert

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