But...

Which evaluation function for alfa-beta pruning?

Perhaps I'm missing something, but alfa-beta pruning
implies not perfect solution at all, because
evaluation function is not perfect.


--- Don Dailey <[EMAIL PROTECTED]> escribió:

> Start with the "low hanging fruit".    You haven't
> implemented
> alpha-beta pruning yet, but you should,  that is an
> enormous speedup.
> After implementing alpha beta pruning you should
> spend a lot of time on
> move ordering - doing a lot of experiments to see
> what is best as this
> will give you additional enormous speedups.   
> 
> But even with random move ordering, alpha beta
> pruning is an enormous
> speedup and it's absolutely free - no degradation in
> move quality.  With
> excellent move ordering it can speed-up up many
> times faster yet.
> 
> - Don
> 
> 
> On Mon, 2006-11-13 at 01:20 +0100, Wodzu wrote:
> > Greetings guys.
> > 
> > Ive implemented standard minimax algorithm but is
> so enormous slow even on
> > 9x9 board. For example when depth = 3 (player1
> move, player2 move, player1
> > move) computing time at the begining is like 1
> minute.
> > I know that I should implement alpha-beta pruning
> variation to speed up it
> > but what else can I do?
> > I am eveluating position by using floodfill metod
> so for every single
> > evaluaton i need to copy entire board. Ive heard
> that there is a
> > possibility to store the board and not using
> floodfill to often by
> > remembering what has changed and to just undo such
> changes but i cant
> > figure it out by myself. Any faster way than
> floodfill to check the teritory 
> > and catched stones?
> > Thanks for any tips,
> > 
> > Regards. 
> > 
> > _______________________________________________
> > computer-go mailing list
> > computer-go@computer-go.org
> >
>
http://www.computer-go.org/mailman/listinfo/computer-go/
> 
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