In my system, I can retrieve the children of any node at a rate of about 100k 
nodes/sec.

And I can save nodes at a rate of over 1M nodes/sec (this is much faster 
because in my implementation, the operation is sequential on disk).

Those numbers are from 6x6 testing.


Don Dailey wrote:
This is probably a good solution. I don't believe the memory has to be very fast at all because even with light playouts you are doing a LOT of computation between memory accesses. All of this must be tested of course. In fact I was considering if disk memory could not be utilized as a kind of cache. The secret would be to store complete trees in disk memory, trees that are not likely to be utilized but can be utilized in a pinch. The tree store and retrieved must outweigh by a large factor the amount of time spent creating the tree in the first place in order for this to pay off. My guess is that this is impractical, but it's fun to think about how it might be done. I'm not sure how to do it without having a caching nightmare.


- Don



On Tue, May 12, 2009 at 12:41 PM, Michael Williams <michaelwilliam...@gmail.com <mailto:michaelwilliam...@gmail.com>> wrote:

    Don Dailey wrote:

        On Tue, May 12, 2009 at 12:16 PM, Michael Williams
        <michaelwilliam...@gmail.com
        <mailto:michaelwilliam...@gmail.com>
        <mailto:michaelwilliam...@gmail.com
        <mailto:michaelwilliam...@gmail.com>>> wrote:

           I have a trick  ;)

           I am currently creating MCTS trees of over a billion nodes on
        my 4GB
           machine.


        Ok,  I'll bite.    What is your solution?


    I use an SSD.  There are many details, of course.  But it's still in
    the works and I'm still making lots of changes and adjustments.  I
    seem to be able to "solve" (there are lots of definitions) 6x6 Go in
    that when I use a komi of 3.5, it is unable to find a winning line
    for white and when I use 4.5, it is unable to find a winning line
    for black.


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