I have tried to use the patch to SSE code that Oystein posted here about one year ago to compute the pruning nets' outputs (using the current weights file padded with zeroes at the right places).

It works and is a little faster than the current way, so I suppose it could be used as is. The cost for non-SSE processors looks very small and they could always use the current nets.

But then the obvious question is : how about using properly trained nets with 8 and 12 (or 16) hidden nodes ? Could it make a difference in overall playing strength ? Could it allow faster evaluations thanks to more aggressive pruning ?

Do you (especially Joseph) have insights about this ? Were other parameters tried than 5 and 10 hidden nodes / 10 moves selected ? How did they do ?


_______________________________________________
Bug-gnubg mailing list
[email protected]
http://lists.gnu.org/mailman/listinfo/bug-gnubg

Reply via email to