I've tried both MoGo and CrazyStone style playouts. I find MoGo style playouts 
easier to work with. YMMV.

My MoGo style heavy playouts are about 4 times slower than my light playouts.

- Dave Hillis


-----Original Message-----
From: Jason House <[EMAIL PROTECTED]>
To: computer-go <computer-go@computer-go.org>
Sent: Mon, 21 Jul 2008 8:45 pm
Subject: Re: [computer-go] Incremental move weights



On Jul 21, 2008, at 7:54 PM, [EMAIL PROTECTED] wrote:







I  use proximity in the heavy playouts themselves.





What kind of proximity heuristic do you use? Remí's paper implies a different 
weight for many many points on the board. I think MoGo uses an alternate 
approach of examining the local neighborhood and then considering a tenuki.




How much of a slow down did you observe when you went to heavy playouts?






I think most (all?) people do this. I have a precalculated table with the 3x3 
and 5x5 neighbors for every position on the board. 

- Dave Hillis


-----Original Message-----
From: Jason House <[EMAIL PROTECTED]>
To: computer-go <computer-go@computer-go.org>
Sent: Mon, 21 Jul 2008 7:32 pm
Subject: [computer-go] Incremental move weights


I'm starting heavy plyouts, with variable move selection weights. The proximity 
heuristic seems like a performance killer since most weights would require an 
update with each move. 
 
How do others handle this? Is proximity reserved for the search tree? 
 
How do others store data for rapid lookup?C2
 
Sent from my iPhone 
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