Oh! Great! Can you give us some info about it ? Are you using MC ?
My initial idea is to create a big transposition table on disk and a way to optimise it. (to prune the tree in order to delete 'weird' moves that are not likely to occur on a real game). Pruned nodes will be "avoided" as parent's nodes will contain information that will not guide the search in that path (the normal UCT/MC way of work.) --- "Stuart A. Yeates" <[EMAIL PROTECTED]> escribió: > On 3/8/07, Eduardo Sabbatella > <[EMAIL PROTECTED]> wrote: > > Why do you want 1000 rules ? perhaps 200GB of > rules is > > better. ;-) (I couldn't get time to try my idea of > a > > big big big hash) > > Stranglely enough, that's pretty much how my > go-player works. I'm > limiting mine so it fits on a DVD, so I can > distribute it when it > works well enough to be distributed... > > It's "merely" a question of finding a suitable > matching criteria and > suitable datastructures to test the rules fast > enough. > > cheers > stuart > _______________________________________________ > computer-go mailing list > [email protected] > http://www.computer-go.org/mailman/listinfo/computer-go/ > __________________________________________________ Preguntá. Respondé. Descubrí. Todo lo que querías saber, y lo que ni imaginabas, está en Yahoo! Respuestas (Beta). ¡Probalo ya! http://www.yahoo.com.ar/respuestas _______________________________________________ computer-go mailing list [email protected] http://www.computer-go.org/mailman/listinfo/computer-go/
