Petr,

> Do all the games have to start synchonously?
>
>
Games are started one clock at a time.


> I think it would still be much better than alpha-beta with MC to do a
> UCT search with m * n playouts where you run m parallel descends with
> n playouts evaluated in the leaf. It is probably good idea to spread
> the descends using virtual loss, not sure if adding 1 or n losses would
> be better, perhaps a depth-dependent fraction rounded up would be
> best... Of course, having strongly pre-biased node values would help
> a lot here, I guess.
>
> m would be tuned so that you could pre-descend m times for next set of
> playouts while FPGA would walk the first m. The disadvantage of course
> is that you are descending on a tree that is missing (2*m-1)*n samples
> (you are doing basically 2*m samples in parallel). If the FPGA supports
> asynchronous game queuing, it would be of course much better as you
> could queue next set of games right after the descent, so the
> obsolescence factor would be just m*n (m+1 samples in parallel).
>
>
I do not quite understand your description.  I'm guessing that you mean to
have n playouts at a time instead of one playout at a time like the regular
UCT algorithm. Nonetheless, FPGA based method are very static in structure,
and can not adapt easily to the dynamic changes of a game tree like a
software implemented tree structure. So I don't know how to implement UCT
type dynamic tree search algorithms in FPGA right now.

Fuming
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