Hi all,

I am working on a successor to Valkyria written in C++.

I agree with Petr here. I am still tweaking the basic engine and I have still lot to fix. With a sloppy implementation initially I have 20 kpps for 9x9 and 4.5 kpps for 19x19. When the basic stuff is running I will build feature detection directly into the engine first based on my experiences from Valkyria. It will not be fast when
board features are calculated but a lot of features necessary for heavy
playouts will come for almost free.

Magnus Persson

On 2015-01-14 13:32, Petr Baudis wrote:
On Wed, Jan 14, 2015 at 01:26:44PM +0100, Urban Hafner wrote:

If I did it again, after picking some really low-hanging optimization
fruit I'd rther focus on implementing playout heuristics, only then
coming back to optimize the board code when it is clear what all
information I need to compute the heuristics efficiently (list of up to
N libs, maybe pre-computed pattern hashes, etc.).
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