Are we approaching a point where it would be practical to precompute the 
opening tree to some depth, cache the results on SSD, and incrementally improve 
that knowledge based upon subsequent games?

 Terry McIntyre <terrymcint...@yahoo.com>


On general principles, when we are looking for a solution of a social problem, 
we must expect to reach conclusions quite opposed to the usual opinions on the 
subject; otherwise it would be no problem. We must expect to have to attack, 
not what is commonly regarded as objectionable, but what is commonly regarded 
as entirely proper and normal. 


– John Beverley Robinson, 1897




________________________________
From: Michael Williams <michaelwilliam...@gmail.com>
To: computer-go <computer-go@computer-go.org>
Sent: Tuesday, May 12, 2009 10:18:28 AM
Subject: Re: [computer-go] Implications of a CPU vs Memory trend on MCTS

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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> 
> 
> 
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> 
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