> When using patterns during the playout I had improvised some code to > select patterns randomly, but favour those with higher weights more or > less proportionally to the weight..
How many patterns, and are the weights constant for the whole game? If relatively few, and constant, you can make a lookup table (with e.g. 1024 entries) where the number of entries for each pattern is proportional to its weight. You then choose with a 0..1023 random number. When more patterns, but only a few distinct weights you can split them into buckets. E.g. a bucket of weight 1 patterns, weight 1.5 patterns, weight 2 patterns, etc. The weight of each bucket is the number of patterns in it times the pattern weight. You first choose a bucket (e.g. using the above lookup table algorithm), then choose uniformly from within the bucket. Darren P.S. I suspect you have already came up with the above algorithms. I had the same question before, and like you realized it wasn't quite as easy as I thought it would be. I'd also like to hear what the standard computer science approach is, if there is one. (I just saw Jason's reply; do you have a good reference describing "row sum" in more detail?) -- Darren Cook, Software Researcher/Developer http://dcook.org/gobet/ (Shodan Go Bet - who will win?) http://dcook.org/mlsn/ (Multilingual open source semantic network) http://dcook.org/work/ (About me and my work) http://dcook.org/blogs.html (My blogs and articles) _______________________________________________ computer-go mailing list [email protected] http://www.computer-go.org/mailman/listinfo/computer-go/
