At 02:41 PM 8/30/2014, Ãlvaro Begué wrote:
Can you give us an idea of what types of games you are talking about? From
that email I can't tell if you are looking at Connect Four, Texas Hold'em,
Diplomacy, Puerto Rico or Imperium Romanum II. I am sure the your observations
don't apply to all
On 30 août 2014, at 22:10, Dave Dyer dd...@real-me.net wrote:
I've also been comparing blitz play which creates a copy of the
board at top level, and starts each descent with a copy of the board;
compared with unwinding play where every move is explicitly unwound.
Of course, the complexity of
Hi!
Thanks for sharing your observations.
On Sat, Aug 30, 2014 at 01:10:10PM -0700, Dave Dyer wrote:
I found simple threading had a pretty sharp knee in performance at 4
threads. In other words, 2 3 and 4 threads improved the overall amount
of work done more or less linearly to 3.5x,
Hi,
I try to find a way to measure the drift of the probability of a node. I
am not looking for a heuristic like compare the last 1000 playouts with
the probability of all playouts but something more general.
I found some articles over Drift Analysis, which are used in a
different way, but may
Hi Dave,
I am very surprised by this. It is certainly not the case for Go, even on 9x9.
Making a copy of the board should be orders of magnitude faster than running a
playout.
I think the important qualification is not especially optimized for speed.
The board structures used are relatively
Hi Dave,
I am very surprised by this. It is certainly not the case for Go, even on 9x9.
Making a copy of the board should be orders of magnitude faster than running a
playout.
I think the important qualification is not especially optimized for speed.
The board structures used are relatively
Do you exclusively lock the tree when working with it, or does Java
allow some tricks to use the traditional lockless tree updates?
I lock each node while it is being manipulated, so threads that are
in different parts of the tree are not obstructed.
Did somebody already tried this? The idea is, drifting nodes have to
explored in more detail...
One related observation; if the number of playouts (or time to be spent)
is predefined, then at some point it becomes mathematically impossible
for low-scoring nodes to ever advance to first place.
Did somebody already tried this? The idea is, drifting nodes have to
explored in more detail...
One related observation; if the number of playouts (or time to be spent)
is predefined, then at some point it becomes mathematically impossible
for low-scoring nodes to ever advance to first place.