Re: [computer-go] Maximum number of strings

2006-12-07 Thread Gunnar Farneback
John wrote: which confirm yours. we also found a general formula n^2 - floor((n^2+4n-16)/5) The formula can also be written floor(4n(n-1)/5+4) for a slightly more compact expression. here's a nice symmetric 19x19 position with 277 strings: X O . O . O X O . O . O X O . O . O X . X O X O

[computer-go] http://senseis.xmp.net/?KGSBugs

2006-12-07 Thread alain Baeckeroot
Hi I did some clean up in http://senseis.xmp.net/?KGSBugs most visible one is moving old KGS2/Cgoban2 bugs to a separate page btw, it would nice to have reading access to Bugs Tacking System to add a link, and possibly add comment on senseis page. Alain.

Re: [computer-go] http://senseis.xmp.net/?KGSWishlist and http://senseis.xmp.net/?KGSWishlist2

2006-12-07 Thread alain Baeckeroot
Le mercredi 6 décembre 2006 23:01, Robert Jasiek a écrit : House, Jason J. wrote: Can anyone honestly say that they're still working on the restrucring? When trying to read parts of it a few days ago, I have found it useful to restructure the related contents (topics: rules, ratings). IMO,

Re: [computer-go] How to improve Orego

2006-12-07 Thread Łukasz Lew
I really do randomize a whole vector of empty intersections before the playout. When I get new empty intersection I just pick random place in vector, move it to the end, and use the place for new intersection. Here is the code: void add_rnd (v::t v) { int ii; empty_v_cnt++; ii =

Re: [computer-go] How to improve Orego

2006-12-07 Thread Don Dailey
Yes, it's clear how you do it. I suspect this is better than what I do. My list of intersections include ALL the intersections not just the empty ones and use a fixed or static array. But this is all easy to change. I will give this a try at some point and let you know if it's faster. -

RE: [computer-go] language choices

2006-12-07 Thread David Fotland
I test on IGS, and I also see a lot of cheating against the computer. Many Faces does its own scoring and transmits dead stone status. This prevents people from not indicating their dead stones. Many Faces keeps track of people who escape without finishing a game and won't accept matches from

[computer-go] Breaking news on randint!

2006-12-07 Thread Don Dailey
I just made a wonderful discovery! The D version is in fact only 7 percent slower than C. Earlier I mentioned the ONLY difference was the random number generator - well it turns out the random number generator was a big deal. The Mersenne twister is apparently far faster than the D

[computer-go] The Two Rules of Monte Carlo Optimization

2006-12-07 Thread Peter Drake
Let me propose the following rules for comment: 1) The vast majority of your time is spent making RANDOM moves (beyond the leaves of your tree). 2) Almost none of your nodes have more than one child. These, along with the KISS principle, seem to point to a lot of optimizations in both

Re: Threads (was Re: [computer-go] experiments with D programming)

2006-12-07 Thread Don Dailey
On Thu, 2006-12-07 at 10:24 -0800, Peter Drake wrote: Got it -- now I'm getting just under 10,000 games per second! Whee! Hold on, I thought the non-threaded version was doing 5,000? What exactly did you change? Or are you just using 2 processors more efficiently to get 10,000 games? - Don

RE: Threads (was Re: [computer-go] experiments with D programming)

2006-12-07 Thread Jeffrey Greenberg
What about having each MC thread queue up it's results and have another thread read the queue and update the tree... This is assuming that a the time to update the tree is long and the time to enqueue is very short. Jeffrey Greenberg http://www.inventivity.com http://www.jeffrey-greenberg.com

Re: [computer-go] How to improve Orego

2006-12-07 Thread Antoine de Maricourt
If this randint routine is critical, you can save some calls to rand() when you know that n is always below some value (see my previous post about bitmap go). For instance if n 128 (probably true for 9x9 go), you could try: while (true) { r = rand(); if ((r v) n) return (r v); r = 7;

Re: Threads (was Re: [computer-go] experiments with D programming)

2006-12-07 Thread Peter Drake
On Dec 7, 2006, at 11:08 AM, Don Dailey wrote: On Thu, 2006-12-07 at 09:17 -0800, Peter Drake wrote: I do have the undo ability, but I think it's done in (I think) a very efficient way. For example, when I want to undo a bunch of move at once (e.g., after a MC run) I just reduce a stack

Re: Threads (was Re: [computer-go] experiments with D programming)

2006-12-07 Thread David Doshay
On 7, Dec 2006, at 2:09 PM, Peter Drake wrote: Are you one of those who advocates ignoring the ko rule during MC searches? SlugGo is not monte carlo, but we launch parallel lookahead sequences, so its not really different than your threads. We ignore the ko info in the lookaheads and

[computer-go] firstChild/nextSibling in a DAG

2006-12-07 Thread Peter Drake
(This is all within the context of Monte Carlo.) Is anyone storing a search DAG (as opposed to a tree) and using the firstChild/nextSibling representation? I'm having trouble seeing how this would work, since when you traverse children (e.g., in UCT) you have to know which move is

RE: [computer-go] firstChild/nextSibling in a DAG

2006-12-07 Thread House, Jason J.
DAG's have a problem with graph history, especially with super ko considerations. Do you need the parent play for more than ko considerations? -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Peter Drake Sent: Thursday, December 07, 2006 5:47 PM To:

Re: [computer-go] firstChild/nextSibling in a DAG

2006-12-07 Thread Peter Drake
I can avoid the ko problem by storing the depth of each node and never creating a link from a node at depth d except to a node at depth d+1. This prevents any cycles, at the (minimal, in my opinion) cost of omitting transpositions of different lengths. I need the move for two reasons: 1)

Re: [computer-go] How to improve Orego

2006-12-07 Thread Don Dailey
I'm pretty sure the time of this function is dominated by the call to rand(), but it never occurred to do a table lookup for the mask, interesting idea. - Don On Thu, 2006-12-07 at 22:36 +0100, Antoine de Maricourt wrote: If this randint routine is critical, you can save some calls to rand()

Re: [computer-go] How to improve Orego

2006-12-07 Thread Don Dailey
By the way, I'm amazed that the code for playing random games is fast enough that getting random numbers is actually a bottleneck and it's worthy of a discussion on optimization. One of the fastest chess programs a few years ago in terms of nodes per second was Fritz. It heavily used a common

Re: [computer-go] How to improve Orego

2006-12-07 Thread steve uurtamo
So it's quite possible that this sequence dominates the call to rand(). on another note, if the only reason that you need random numbers is to choose a number from a list (82, or 362), and the depth is being constrained to something reasonable, then what you need is not a super-duper random