You say radius = 3, then 3x3 patterns.  Which is it?  Radius 3 would be 5x5
to 7x7, depending on how you define the radius.

David

> -----Original Message-----
> From: [email protected] [mailto:computer-go-
> [email protected]] On Behalf Of Petr Baudis
> Sent: Saturday, January 02, 2010 4:49 AM
> To: computer-go
> Subject: [computer-go] Pattern radius, fast probability player
> 
> On Wed, Dec 16, 2009 at 08:57:24PM +0100, Rémi Coulom wrote:
> > The problem is that I am not using the same set of features for
> > biasing the tree, and for playouts. Playouts only use fast light
> > features. The tree part uses slow complex features. In particular, I
> > use patterns of radius 3 and 4 in the tree, and only radius 3 in the
> > playouts. When 3x3 patterns are learnt together with r=4 patterns,
> > they get different gammas.
> 
>   Interesting, your paper said that you are using patterns up to r=10,
> did you find out that anything larger than r=4 is irrelevant in
> practice?
> 
>   I have trouble even *nearing* the performance you reported; you say
> you can play 13500 games per second, do you have any data on how fast
> your engine runs with uniformly random playouts to put this in scale?
> My engine does 20k games/s with random playouts, 10k games/s with
> random playouts and board implementation incrementally maintaining 3x3
> patterns, and 1600 games/s when using probability distribution. There
> is some room for optimization, but not to reach 13k games/s...
> 
>   So I wonder if you have any tips for fast implementation of the
> probability distribution based simulations? Do you maintain the
> probability distribution itself incrementally over moves, or only
> the shape features?
> 
>   Thanks,
> 
> --
>                               Petr "Pasky" Baudis
> A lot of people have my books on their bookshelves.
> That's the problem, they need to read them. -- Don Knuth
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