I'm a full time worker. Before starting my engine (a
couple of months ago) by 3rd or 4th try. I concluded
this:

It will be impossible for me to do anything in C, C++
because I will have to focus on not having memory
leaks, range errors, etc.

My engine nowadays is winning agains gnugo on lower
levels. Without time constrait. Ok, gnugo takes 10
secs to play, my engine 90 seconds.

But, something I has sorted out in the beginning:

- I have to optimise  algoritms, not code.

Trying to optimise code in the beginning would be like
shotting your foot. 

I think Drake follow the correct path, first optimise
algorithm on Java, then move it to C/C++.


Personally, I found that creating objects in Java is
realllly expensive. My engine use a lot arrays of
ints, longs, big linked arrays by reference numbers.
(yes, a'la C... sometimes I have to resize arrays, its
costy, but I found that its a lot cheaper on overall
perfomance than creating objects).



--- Peter Drake <[EMAIL PROTECTED]> escribió:

> Orego version 3.03, described in the paper and
> available at the Orego  
> web site, is in C++.
> 
> However, we are finding C++ an exceedingly
> frustrating language to  
> work in. I won't go into the details here -- we
> don't need another  
> language war -- but suffice it to say that it seems
> like we're  
> spending a lot of time messing with details that
> aren't of interest  
> for the research. Now that I've found that Java can
> have speed within  
> a factor of 2 of C++, I'm thinking of going back to
> Java.
> 
> A student and I are challenging each other to make
> the program  
> multithreaded -- he in C++, me in Java. If I can
> rewrite the program  
> in Java AND multithread it before he can multithread
> the C++ version,  
> it will be (weak) evidence that it might be worth
> trading some  
> runtime speed for development time.
> 
> Your point (also raised by others) about testing
> against other  
> opponents is, of course, valid. I would have done so
> in this paper  
> were the submission deadline not pressing, and plan
> to do so for  
> future papers. In defense of this paper, I can only
> say that  
> (according to the self-play data in the paper)
> adding the proximity  
> heuristic offered not just an improvement but a very
> large  
> improvement -- 95% statistical confidence.
> 
> Peter Drake
> Assistant Professor of Computer Science
> Lewis & Clark College
> http://www.lclark.edu/~drake/
> 
> 
> 
> 
> On Nov 29, 2006, at 3:22 AM, Chrilly wrote:
> 
> >
> > I am confused. In your paper you write "Orego is a
> Monte CarloGo  
> > programm written in C++". Is Orego now in C++ or
> in Java or both?
> >
> > The paper mentions the relative comparison of 2
> versions. This is  
> > common practice in the scientific literature, but
> it is a very poor  
> > choice if one wants to measure the effect of a new
> method. The  
> > effects of changes is much more pronounced than
> against another  
> > opponet. A method which is good against the
> twin-brother must not  
> > be good against other opponents at all. Even
> against other  
> > opponents it happens frequently that a method
> works quite well  
> > against opponent A but it fails against B. Its
> relative easy to  
> > make a version which crashes e.g. Rybka, but this
> version is poor  
> > against Fritz and Shredder. The really difficult
> task is to find a  
> > combination which plays good against all.
> > But its of course a good method for papers where
> the authors want  
> > to proove how good their idea is. But it
> demonstrates the lack of  
> > competence of the academic world for
> game-programming. Otherwise  
> > such experiments would not be accepted as a proof
> for a concept.  
> > There is also Vincent Diepeveens law: In a weak
> programm is every  
> > change an improvement. I do not know how good
> Orego is, but playing  
> > e.g. against the top-3 programms would be a much
> better experiment.
> >
> > This remark is not against the Orego team which
> does a fine job to  
> > explain their work. I like to read the Orego
> project "news".
> > Its against a very common and bad practice in
> papers. One can even  
> > get an award for the best paper of the year and
> become a standard  
> > reference with this poor methodology. In my
> "Null-Move" paper I did  
> > the same. The Null-Move Version of Nimzo was
> running on a 386, the  
> > Non-Null-Move Version on a 486 and the result was
> about equal. My  
> > conclusion was: The Null-Move is worth one
> hardware generation. At  
> > that time I was not really aware of the problem
> and the bad  
> > comparision was not on purpose. But the
> reviewer/editor of the ICCA- 
> > Journal should have insisted on better
> experiments. The only  
> > "improvements" he made was changing the original
> title from  "Null  
> > move and deep search: Selective search heuristics
> for. stupid chess  
> > programs"   to "obtuse chess programms". I know
> what a stupid  
> > programm is, but I do not know till today the
> meaning of "obtuse".
> >
> > Chrilly
> >
> > _______________________________________________
> > computer-go mailing list
> > computer-go@computer-go.org
> >
>
http://www.computer-go.org/mailman/listinfo/computer-go/
> _______________________________________________
> computer-go mailing list
> computer-go@computer-go.org
>
http://www.computer-go.org/mailman/listinfo/computer-go/
> 


__________________________________________________
Correo Yahoo!
Espacio para todos tus mensajes, antivirus y antispam ¡gratis! 
¡Abrí tu cuenta ya! - http://correo.yahoo.com.ar
_______________________________________________
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/

Reply via email to