----- Original Message ----- From: "David Doshay" <[EMAIL PROTECTED]>
To: "computer-go" <computer-go@computer-go.org>
Sent: Thursday, November 30, 2006 11:44 PM
Subject: Re: [computer-go] Making Java much faster


I have been *so* tempted to either ignore this thread or rename it ...

On 30, Nov 2006, at 10:36 AM, Wodzu wrote:

i think speed is one of most important things beacuse it affects
strength of the program ;) (if the time for move is restricted)
anyway, chosing a proper (fastest) algorithm has crucial meaning  and
other things like language, used data structures and so on,  have less
meaning in improving speed.
thats my opinion, regards.

This is not my experience at all.

SlugGo was first written by a graduate student with data structures  that
made sense to them, but not to me. I rewrote it to use  completely
different data structures but with exactly the same  algorithm. It took
less than half the time to run, and play was at  exactly the same level
because it was move for move identical. Data  structures can have
tremendous effect upon speed.

If you think about linked-lists, hash tables, priority queues as a data
structures than you ofourse have right.
However those strutures are realized by certain algorithms on their
implementation level. I shoul dbe more precise because I meant data typers
or primitive data structures like arrays.



Also, my data shows that if I doubled the time allowed for playing,  thus
"using" the time gained from faster execution for doing deeper  lookahead,
the results did not improve, but actually got worse.
I've also noticed that when i run my engine to play itself on different
depth level.
The "deeper" player sometimes was defeated by his opponent with lesser depth
analysis. I guess he wasn't able to fidna good move because of the horizon effect.
Although I think when you run your engine with some more depth it will vipe
out its opponent from board;)

Regards,

Wodzu

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