That's basically what I'm doing. Except that there is no depth limit and only the parts of the tree that you need get loaded back into memory. It's not a
playing engine yet so it can't build the tree as it plays games. Currently it just ponders the empty board.
terry mcintyre wrote:
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>
<mailto: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>>
> <mailto: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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