Hi Edward and hi all,

> I truly believe that we can make big steps in this direction and getting
> much better (real not simulation) players that way.
I find MoGo already very impressive, so it surprised me that
you think that more big steps are possible.
I do really think that it is only a first step, and the great improvements
are "to do" and not "done". I am really optimistic for the community (and
not for MoGo as I don't now the time I can spend on it for the next months).

The number of playouts per second for MoGo is very low (maybe
the lowest of all MC players?). Is this caused by the large
number of calculations necessary to get a good simulation policy?
Or is it possible for MoGo to get a speedup like Lukasz Lew has
accieved with his library?
The slowness of MoGo's simulations come from two parts. Of course improving
the simulation policy make it slower. But also we designed MoGo so that we
can add and test quickly new ideas. So there are a lot of unnecessary
computations during the simulations. I believe that making specific
optimisations by a good developer, like Lukasz Lew did, we could achieve a
*2, *3 in the speed, perhaps even more? But I also think that it should be
done "at the end", when we think that the simulation policy is the best we
can get, and I don't think it is "time".
To give a idea, the speed of the best simulation policy in MoGo is 0.6 * the
speed of the uniform random one.

Sylvain
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