Re: [computer-go] Language

2007-11-15 Thread Stefan Nobis
[EMAIL PROTECTED] (William Harold Newman) writes: > Still, though, sometimes useful things resist elegant implementation > in CL. For example: > * I doubt CL can be customized to support a thread library nearly > as gracefully as languages designed around threading from the > ground up.

Re: [computer-go] Speed of generating random playouts

2007-11-15 Thread John Tromp
On Nov 14, 2007 9:02 PM, Eric Boesch <[EMAIL PROTECTED]> wrote: > The "if average is in my original code_value set" seems like a > bottleneck here, requiring about #bits (i.e. about 9, since 361 is a > 9-bit number) operations no matter how you do it as far as I can tell > (unless you use a stupid

Re: [computer-go] Speed of generating random playouts

2007-11-15 Thread Chris Fant
> Based off the posts of others, it seems like creating new children of a leaf > after 50 sims gives extra strength (smaller values yield weaker bots at 10k > sims) I think it's just to save memory. ___ computer-go mailing list computer-go@computer-go.o

Re: [computer-go] Speed of generating random playouts

2007-11-15 Thread Jason House
On Nov 15, 2007 9:40 AM, Chris Fant <[EMAIL PROTECTED]> wrote: > > Based off the posts of others, it seems like creating new children of a > leaf > > after 50 sims gives extra strength (smaller values yield weaker bots at > 10k > > sims) > > > I think it's just to save memory. Take a look at my

Re: [computer-go] Speed of generating random playouts

2007-11-15 Thread Jason House
On Nov 15, 2007 7:40 AM, Petr Baudis <[EMAIL PROTECTED]> wrote: > Thanks a lot! I'm doing that now and while the ranks are not yet stable, > they are all only slightly above 1050 now already. :-( (Even the > variants with extra domain-specific knowledge.) I guess I still have > some bugs there.

Re: [computer-go] Speed of generating random playouts

2007-11-15 Thread Petr Baudis
On Mon, Nov 12, 2007 at 12:10:03PM -0800, Christoph Birk wrote: > My (not very optimized) C-code plays 12k games per seconds from the > opening position. The average game length is about 109 moves using > an early-termination rule when a "big" group gets captured that leaves > "most" stones beeing

Re: [computer-go] Language [offtopic, aside]

2007-11-15 Thread steve uurtamo
as an aside, although not strictly useful for anything other than what it was intended (what is?), matlab is a great example of where loose typing can get out of hand. just one or two extra characters here or there, and all of a sudden the NxMxYxW matrix represented by the letter g has undergone s

Re: [computer-go] Speed of generating random playouts

2007-11-15 Thread Chris Fant
> With a slight modification, you can also eliminate the pseudoliberty > count completely and just use a single number. Take the largest code > value you will need, add 1, multiply by four, round up to the next > power of 5, and add this value to every code value, and now you can > just use the tes

Re: [computer-go] Speed of generating random playouts

2007-11-15 Thread Christoph Birk
On Thu, 15 Nov 2007, Petr Baudis wrote: This looks like a good technique I should implement too. What "big" values are popular? I'm thinking size*size/3, but maybe that is too conservative? If there is a capture of more than 1 stone during the random-games then count the number of white and b

Re: [computer-go] Speed of generating random playouts

2007-11-15 Thread Eric Boesch
On 11/14/07, Chris Fant <[EMAIL PROTECTED]> wrote: > Based on more recent emails, this may not be useful anymore, but I > have a list of 361 32-bit numbers that satisfy these properties in > case anyone is interested. I'd be interested in your implementation tricks. Where did the number 17 come fr

Re: [computer-go] Speed of generating random playouts

2007-11-15 Thread Chris Fant
On Nov 15, 2007 3:20 PM, Eric Boesch <[EMAIL PROTECTED]> wrote: > On 11/14/07, Chris Fant <[EMAIL PROTECTED]> wrote: > > Based on more recent emails, this may not be useful anymore, but I > > have a list of 361 32-bit numbers that satisfy these properties in > > case anyone is interested. > > I'd b

[computer-go] CGOS (9x9) hangs

2007-11-15 Thread Christoph Birk
I don't know if I caused it or if it just was a coincidence: I killed my bot shortly before a new round would start, re-compiled and re-started it within some 30 seconds. Immediately I receive a 'newgame' and then a 'genmove' genmove b -1195176189379 And now CGOS hangs ... hope this helps. Chr

Re: [computer-go] Speed of generating random playouts

2007-11-15 Thread Petr Baudis
On Thu, Nov 15, 2007 at 12:13:33PM -0800, Christoph Birk wrote: > On Thu, 15 Nov 2007, Petr Baudis wrote: >> This looks like a good technique I should implement too. What "big" >> values are popular? I'm thinking size*size/3, but maybe that is too >> conservative? > > If there is a capture of more

Re: [computer-go] Speed of generating random playouts

2007-11-15 Thread Chris Fant
On Nov 15, 2007 8:13 PM, Petr Baudis <[EMAIL PROTECTED]> wrote: > On Thu, Nov 15, 2007 at 12:13:33PM -0800, Christoph Birk wrote: > > On Thu, 15 Nov 2007, Petr Baudis wrote: > >> This looks like a good technique I should implement too. What "big" > >> values are popular? I'm thinking size*size/3, b

Re: [computer-go] Speed of generating random playouts

2007-11-15 Thread Christoph Birk
On Fri, 16 Nov 2007, Petr Baudis wrote: If there is a capture of more than 1 stone during the random-games then count the number of white and black stones on the board. If there are more than twice as many stones of one color then score current board position If this is consistent wit