Hey Jason, thanks. Rust is probably not very well optimised, yet. It hasn't even reached 1.0 and there are still many language changes happening. But I attribute the slowness to the fact that I'm not used to writing code in compiled languages (I'm a web developer). :P But learning how to write performant code is half the fun and I guess I still have a bit of work to do here.
Urban On Wed, Jan 14, 2015 at 1:11 PM, Jason House <[email protected]> wrote: > Housebot was probably on the low end with 10kpps on 9x9. Libego was > probably the highest with 100kpps. I attribute some of the difference to > compiler maturity (D vs. C++). I don't know how rust will perform. > On Jan 14, 2015 3:14 AM, "Urban Hafner" <[email protected]> wrote: > >> Hey everyone, >> >> I'm currently in the early stages of writing my own Go engine and right >> now I'm trying to make my playouts reasonably fast. I've come a long way in >> the past few days. Probably not because the payouts are really fast right >> now, but because they were just so slow before. :) Right now I'm at >> ~2000pps on 9x9 and ~1000pps on 19x19. This is for playouts with simple ko >> and suicide checks and no concurrency. Now I wonder if this is fast enough >> to even start thinking about implementing a UCT/MCTS player and also if >> there's something I'm missing with the playouts, e.g. is the suicide check >> necessary? >> >> Thanks for your input! >> >> Urban >> >> _______________________________________________ >> Computer-go mailing list >> [email protected] >> http://computer-go.org/mailman/listinfo/computer-go >> > > _______________________________________________ > Computer-go mailing list > [email protected] > http://computer-go.org/mailman/listinfo/computer-go >
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