Hi, I got a lot of improvement recently (something you all did long time ago) with proximity heuristics. I am using
Manhattan distance: d = max(dx, dy) and d = max(dx, dy) + (dx + dy)/2 where dx = abs(ex - ox) and dy = abs(ey - oy) But many people report CFG distance to be superior. What do you do: a. Compute it in root. Then build a lookup table and use the LUT during playouts and tree search. b. Compute the shortest path from (ox, oy) to (ex, ey) connected by the stones on the board each time you need to evaluate a distance. I don't like a because it looks inefficient as the board changes a lot during the search. I don't like b because it looks computing intense unless there is some smart idea I am missing. Jacques. _______________________________________________ Computer-go mailing list [email protected] http://dvandva.org/cgi-bin/mailman/listinfo/computer-go
