Good information. Thanks.


- Dave Hillis


-----Original Message-----
From: Jacques Basaldúa <[EMAIL PROTECTED]>
To: [email protected]
Sent: Fri, 21 Sep 2007 7:44 am
Subject: [computer-go] Random move selection (was) Crazystone patterns



Dave Hillis, wrote: 
 
> Suppose I can generate scores for all of the moves quickly enough. > I still 
> face the problem of quickly choosing a move biased by the > scores. 
> Tournament selection is fast, but that is a function of > relative ranking of 
> the scores, not the values of the scores. > Roulette wheel selection gives me 
> an answer, but it is slow slow > slow, the way I implement it anyway. Can 
> anybody describe a good > way to do this? 
 
We posted about that before this summer when I was implementing it. 
I proposed a "ticket based lottery", but that, of course, restricts 
the difference to small values. It can be implemented using a linked 
list so that each extra ticket allocation cost few clock cycles (I don't 
remember exactly how many, but less than 10 asm instruction for sure). 
 
My final version uses 2 values for the tickets HI and LO where 
 
1 HI = 32 LO 
 
The default (when the pattern is not in the database) is 1 HI. 
 
The score goes from 1 (= 1 LO) to 1024 (= 32 HI). If you round the scores 
it the database to avoid such values as 927 (= 28 HI, 31 LO) and round it as 
928 (= 29 HI) you can have a nice dynamic range from default/32 to 
default*32 having not too many tickets to allocate. 
 
Jacques. 
 
PD. Search the threads (about May-June 2007) because other good ideas were 
proposed. Binary trees, etc. 
 
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