On Jul 21, 2008, at 10:03 PM, [EMAIL PROTECTED] wrote:

I've tried both MoGo and CrazyStone style playouts. I find MoGo style playouts easier to work with. YMMV.

Besides ease of implementation, what other trades did you notice between the two methods? I'd expect Crazy Stone's method to be slower. Is it stronger?



My MoGo style heavy playouts are about 4 times slower than my light playouts.

That's not too bad, considering...
Were there any tricks to minimize the slowdown?



-----Original Message-----
From: Jason House <[EMAIL PROTECTED]>
To: computer-go <[email protected]>
Sent: Mon, 21 Jul 2008 8:45 pm
Subject: Re: [computer-go] Incremental move weights

On Jul 21, 2008, at 7:54 PM, [EMAIL PROTECTED] wrote:

I  use proximity in the heavy playouts themselves.

What kind of proximity heuristic do you use? Remí's paper implies a different weight for many many points on the board. I think MoGo use s an alternate approach of examining the local neighborhood and then considering a tenuki.

How much of a slow down did you observe when you went to heavy playouts?


I think most (all?) people do this. I have a precalculated table with the 3x3 and 5x5 neighbors for every position on the board.

- Dave Hillis


- ----Original Message-----
From: Jason House <[EMAIL PROTECTED]>
To: computer-go <[email protected]>
Sent: Mon, 21 Jul 2008 7:32 pm
Subject: [computer-go] Incremental move weights

I'm starting heavy plyouts, with variable move selection weights. The proximity heuristic seems like a performance killer since most weights would require an update with each move.

How do others handle this? Is proximity reserved for the search tree?

How do others store data for rapid lookup?

Sent from my iPhone
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