Just a wild guess here. One way to get catastrophically slow performance is to have superfluous nested loops. For instance, one could iterate over each board space, calling a routine to check for legality. If the legality routine also iterates over the whole board (perhaps by updating all liberty counts), then things will get pretty slow. This kind of bug can be elusive because it does give the correct results. - Dave Hillis
On Thu, Nov 19, 2009 at 12:35:09AM -0800, Seth Pellegrino wrote: > I'm working on an implementation of RĂ©mi Coulom's Elo-based move > prediction algorithm[1], and I seem to be running into efficiency > issues. With my current implementation, I'm running at around 8 or 10 > playouts per second. I can't imagine that the playouts would be so > accurate that I would be able to accurately evaluate my next move at > that speed. It seems that simply visiting each vacant point on the > board and checking whether that move would be a legal move for the > current player (without even computing which gammas are present at a > point) takes me down to about 60-75 playouts per second.
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