Okay, so I created a FastSloppyBoard class that works like a Board
but doesn't maintain ko or Zobrist information. Not all the wires are
plugged in yet (e.g., I'm not incorporating the results into the
tree), but this got me about a 20% improvement in run per second. For
those of you keeping track, that's about 12,000 pure MC runs per
second with the dual-core processor.
I seem to have reached the point of diminishing returns here.
Peter Drake
Assistant Professor of Computer Science
Lewis & Clark College
http://www.lclark.edu/~drake/
On Dec 7, 2006, at 3:21 PM, Don Dailey wrote:
Peter,
I also want to point out that I DO do full KO testing, but it's
just in
the tree search - it's the Monte/Carlo part that's a waste of time.
I say that because monte/carlo is a RANDOM search, it's not going to
deal with any positional finesses and such. It's too expensive
even to
maintain the incremental hash key - so I have 2 move make
routines, one
that maintains it and one that doesn't.
- Don
On Thu, 2006-12-07 at 18:13 -0500, Don Dailey wrote:
On Thu, 2006-12-07 at 14:09 -0800, Peter Drake wrote:
In the search tree part of the game, (not the random simulation
part) I
make state copies, do Zobrist hashing and full repetition checks
and
other stuff - the tree part is cheap.
Agreed -- the playing of moves is the expensive part.
No matter how you implement undo - it will cost you dearly whether
by
state copy or keeping stacks of information updated.
Are you one of those who advocates ignoring the ko rule during MC
searches?
Not simple KO, but more than simple KO is a waste of valuable
processor
time.
Whatever you are doing or not doing, you probably could be 3X
faster.
I don't know why you are happy with 10,000, especially when most
of the
programs get more with 1 processor.
Unless of course you are getting something for it, such as valuable
information that can be used to improve the monte carlo part of the
search.
- Don
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