Your example is very clever, but the recapture doesn't technically bring
us back to where we started, as Magnus required.
|- - - - - - -
|. * * o . . .
|* . * o * . *
|o . o o * . .
|o * o . * . .
|o o o * . . .
|. * * * . . .
|. . . . . . .
|. * . . . . .
Black to play and kill :)
In this
- puts itself into atari
- has four occupied neighbours, one of which is its own color
- does not put the opponent in atari
In the Ko in question, J6 does put the opponent in atari, so this
rule is not applicable. But I will make a note of it for future reference.
Another rule I just thought of
This case is of course not pruned by Valkyria, simply because the the
pattern here is completely different from what we discussed. :) This
sacrifice prevents an eye to be made.
-Magnus
Quoting Christian Nentwich christ...@modeltwozero.com:
|- - - - - - -
|. * * o . . .
|* . * o * . *
|o
Hi all,
do any of you have performance figures for multi-processor AMD
(opteron/shanghai) systems with your engines? Any single-processor?
There's a good offer here on AMD based servers to get the second
processor for free, so I am thinking of pouncing on it. I'm curious
about how the
Okay, so I've finally built a transposition table. There is a big pool
of nodes, allocated at startup. To find a node, I:
1) Play the move on the board and get the new Zobrist hash
(incorporating the simple ko point and color to play).
2) Take this modulo the length of the table (currently
please join us for an afternoon of surf, sand, and go.
saturday, august 22'nd 2009, from 11 a.m. to 6 p.m or so, at 26918
malibu cove colony drive
Hello Jonathan
I tried something like the following:
install the boost stuff in some place:
build bjam (the source is somewhere in the boost stuff)
$ ./build.sh
use bjam to build boost:
$ ./bjam -sTOOLS=darwin --prefix=/Users/patrick/boost
--exec-prefix=/Users/patrick/boost install
You always need to be extremely careful about these kind of
heuristics. Especially in MC programs they can be detrimental very
easily.
But I believe you can come up with a reasonable rule to prevent some
self-atari's. I have one which is something along the following lines:
- puts itself into
a) I don't use timestamps. I don't have a DAG. I just reuse nodes that
have few visits or are old (I keep the depth from root in each node).
b) By unsuccessful search, I assume you mean the linear search in the probe.
I don't do a probe search, so I can't help you there. I have a strong
Many Faces is on cgos 19x19 now, playing on a 1 CPU Pentium M 1.7 GHz. I'm
not using this computer for anything else, so it should be up indefinitely,
if any other programs want some competition.
I made some minor improvements this week. Currently it's winning about 81%
against gnugo 3.7.10
On Jul 5, 2009, at 6:01 PM, David Fotland wrote:
a) I don't use timestamps. I don't have a DAG. I just reuse nodes
that
have few visits or are old (I keep the depth from root in each node).
Do you save the tree between turns? If so, how do you adjust the depth
from the root when a real
Yes, I save the search state from move to move. I don't save the tree,
since I don't have a DAG. I keep the depth from the start of the game, not
the start of the search.
I give up when there are no nodes that area available to be overwritten. If
the search is long enough, there are no nodes
On Jul 5, 2009, at 7:21 PM, David Fotland wrote:
Yes, I save the search state from move to move. I don't save the
tree,
since I don't have a DAG. I keep the depth from the start of the
game, not
the start of the search.
Got it.
I give up when there are no nodes that area available to
The hash table contains a linked list of nodes with the same hash index.
Your description is pretty close, but I don't remember the exact details.
Yes, I keep around some nodes for while, but eventually old nodes go into
the past and can be recovered.
I actually have fewer total nodes than you
On Jul 5, 2009, at 9:05 PM, David Fotland wrote:
The hash table contains a linked list of nodes with the same hash
index.
Okay, I've almost got it.
If you're hashing by chaining, you presumably go to the appropriate
slot in the table, then traverse the (short) linked list of nodes
Between moves, I find the nodes that can be recycled and put them on a free
list. If the free list is empty I do a very short search, then give up.
David
-Original Message-
From: computer-go-boun...@computer-go.org [mailto:computer-go-
boun...@computer-go.org] On Behalf Of Peter
Aha, got it!
Thanks.
Peter Drake
http://www.lclark.edu/~drake/
On Jul 5, 2009, at 10:17 PM, David Fotland wrote:
Between moves, I find the nodes that can be recycled and put them on
a free
list. If the free list is empty I do a very short search, then give
up.
David
-Original
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