On May 7, 2010, at 2:43 AM, [email protected] wrote:

Valkyria uses a transposition table to turn the MCTS tree into a graph. For example I just searched a early middle game position on a 9x9 board.

There was 14515 new nodes created and instead of creating a new node the search found 524 transpositions. I have no memory if this actually improved the program. I think for some reason I cannot easily disable the transposition without having to rewrite a lot of code so I never tested it.

You have to be very careful when trying to translate your transposition table data to theoretical tree savings. A transposition node not only prevents duplication of that node, but also all of its children. This can apply recursively for additional savings. Your 3% savings, if uniformly spread through a 10 ply tree would really be 1-0.97^10 = 26%.

Of course, in the leaves of the search tree, new transpositions are less common because of the low branching factor. Transpositions near the root are actually more valuable. What follows is a complete swag to illustrate the point. An 8 ply tree with a branching factor of 4 would have 65536 nodes in it. If 3 out of 4 nodes at ply 3 are transpositions, and 2 out of 4 of the remaining nodes at ply 4 are transpositions, that would be only 80 transposition nodes, yet the final tree would be only 8192 nodes. That's a savings of 87.5% or the equivalent of running 8x faster!

(ply 3 is the first ply where transpositions can occur in a 2 player game)

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