Hello all, I'm working on an implementation of Rémi Coulom's Elo-based move prediction algorithm[1], and I seem to be running into efficiency issues. With my current implementation, I'm running at around 8 or 10 playouts per second. I can't imagine that the playouts would be so accurate that I would be able to accurately evaluate my next move at that speed. It seems that simply visiting each vacant point on the board and checking whether that move would be a legal move for the current player (without even computing which gammas are present at a point) takes me down to about 60-75 playouts per second.
My question to the list is this: How has this problem been solved in the past? I feel compelled to to use the Elo-system because it generates a nice probability distribution across the board, but it currently looks infeasible. One thought I've come up with is that I might be abusing the cache (as there's no guarantee of order in the vacant point collection I iterate over), but my understanding is that the points tend to be in a stride-one order even if they aren't certain to be. Thank you all for your time, I would appreciate any help you can give on this issue. Seth Pellegrino Student, Lewis & Clark College [1] http://remi.coulom.free.fr/Amsterdam2007/ _______________________________________________ computer-go mailing list [email protected] http://www.computer-go.org/mailman/listinfo/computer-go/
