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.
 >
 >
 >    _______________________________________________
 >    computer-go mailing list
> computer-go@computer-go.org <mailto:computer-go@computer-go.org> <mailto:computer-go@computer-go.org <mailto:computer-go@computer-go.org>>
   http://www.computer-go.org/mailman/listinfo/computer-go/
 >
 >
 >
 > ------------------------------------------------------------------------
 >
 > _______________________________________________
 > computer-go mailing list
 > computer-go@computer-go.org <mailto:computer-go@computer-go.org>
 > http://www.computer-go.org/mailman/listinfo/computer-go/

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