On 12/11/06, Weston Markham <[EMAIL PROTECTED]> wrote:
I did a bit of investigation over the weekend:  I get an average of 110.7
turns, using the usual eye avoidance rule, counting pass moves, disallowing
all suicide, and disallowing "simple ko" repetitions.  I believe that the
107.3 number is for the same simulations, but excluding passes from the
count.  Does this sound correct?

I count passes, and allow ko repetition, so I think this all is consistent


 Incidentally, Łukasz, if it is _your_ code, then you may do whatever you
like with it, regardless of how you have licensed that code to other people.
 The only issue that I can see would be whether or not you are permitted to
use chages, etc., that have been contributed by other people.

That are great news :)
Is it stated in GNU license somewhere?

Best Regards,
Lukasz


 Weston


On 12/11/06, Łukasz Lew <[EMAIL PROTECTED]> wrote:
> On 12/8/06, Don Dailey <[EMAIL PROTECTED]> wrote:
> >
> > 112 moves on average in a 9x9 game?   You are doing something a little
> > different than I am and others have reported the same number I get,
> > about 107.3 - 107.4
> >
> > What is your eye avoid rule?
>
> Normal, i.e. local on 8 intersections, updated incrementally.
> The games are longer, because I allow ko recaptures (i.e. any board
repetition).
>
>
> >
> > - Don
> >
> > P.S.  30K on 1.4 Celeron is almost too good to be true.   If this is
> > correct that's very impressive and I am interested in looking at the
> > code.   I can
> > believe it it's possible with a few tricks I haven't thought of - but I
> > want
> > to see for myself!
>
> Soon I will publish the code on my web page.
> But I don't have a web page yet. :)
>
> The second issue is a licence.
> Can I use my Go Board implementation in commercial program if I
> publish it on Gnu?
> If no, then can I change the licence when I want to?
>
> But If You want to take look at the code, I will send it to You.
> Here I give all tricks:
>
> Efficient board summary:
>
> Board:
> - all objects (color, intersection) are int s
> - one dimensional board with guards (9x9 => 121 ints)
> - pseudo liberties at top of union-set tree
> - very lightweight set-union with lightweight path compression
> - no explicit liberties
> - next_stone array
> - black, white, empty, neighbour counters on one int for eye checking
>
> Monte-Carlo:
> - memcopy before playout with pointer correction (union-set currently
> on pointers)
> - randomized array of empty intersections
> - (NEW! :) ) non-legal intersections moved to "rejected" array, used
> at the end of the playout
> - no ko handling
> - only single-stone suicide forbidden (detected after play => try again)
> - limit on playout length
>
> Technical:
> - all functions inlined
> - assertions everywhere
> - consistency function on assert
> - precise profiling with oprofile and rdtsc
> - no assembler :)
>
> The most important are:
> - pseudo liberties at top of union-set tree
> - very lightweight set-union with lightweight path compression
>
> Hope this help :)
> Lukasz
>
> >
> > I wonder if it is the random list selection tricks you are using?
>
> Not any more :)
>
> Rejected array (the NEW one) improved speed to 33pps (distribution
> slightly non uniform)
>
> >
> >
> >
> >
> > On Fri, 2006-12-08 at 11:26 +0100, Łukasz Lew wrote:
> > > Hi!
> > >
> > > Many people are spending a lot of effort on creating fast board
implementation.
> > >
> > > I am considering releasing the one written by me.
> > > I get 30 k playouts / s (112 moves on avg) on Celeron M 1.4Ghz. So I
> > > consider it quite good.
> > > If there is an interest in joint development, then I will do it.
> > >
> > > What say You ? :)
> > >
> > > Łukasz Lew
> > > _______________________________________________
> > > 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/
> >
>
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>
>


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