I agree the board-copying should possibly be quicker, but in your case I'd
think for the first half of the game you should starting from an empty
board and replay the moves to get to the current position and then doing
the opposite in the second half of the game by undoing the moves. You'd
have to
At 06:18 AM 9/2/2014, Ben Ellis wrote:
I agree the board-copying should possibly be quicker, but in your case I'd
think for the first half of the game you should starting from an empty board
and replay the moves to get to the current position and then doing the
opposite in the second half of
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 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.
I've recently been upgrading my family of UCT robots for non-go games,
but thought I'd report a few things for general knowledge and expectations.
This UCT system is written in java, and runs on standard PC hardware with
multiple processor cores.
The system typically uses a fairly small tree and
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 those games.
Álvaro.
On Sat, Aug 30, 2014 at
10 matches
Mail list logo