This approach seems easier to manage. 2009/12/14 David Fotland <fotl...@smart-games.com>
> This is what I do (no tree, just a hash table). The cost is that the > nodes become very large because every node also holds all the child > information, all rave counters, etc. So memory usage is higher. > > > > David > > > > *From:* computer-go-boun...@computer-go.org [mailto: > computer-go-boun...@computer-go.org] *On Behalf Of *Corey Harris > *Sent:* Monday, December 14, 2009 5:34 AM > > *To:* computer-go > *Subject:* Re: [computer-go] Simple gogui problem > > > > Is it possible to just use a hash table (no tree) and just update the hash > entry's node? Advantages/disadvantages of this approach? > > On Sun, Dec 13, 2009 at 10:30 AM, Corey Harris <charri...@gmail.com> > wrote: > > Was looking for a basic UCT data structure. I guess a tree structure is > created in memory. How is this managed, because memory can be exausted > pretty fast. > > > > >>• record results for all visited > nodes_______________________________________________ > > > > Where do you record the results? > > > > I appologize for the simple questions, I'm new at this. > > On Sun, Dec 13, 2009 at 9:48 AM, Jason House <jason.james.ho...@gmail.com> > wrote: > > On Dec 13, 2009, at 9:38 AM, Corey Harris <charri...@gmail.com> wrote: > > I know this is a simple issue but I'm not sure of the solution. I am > currently in the very early stages of writing a go engine. I have the board > state and simple opening library implemented (no play logic yet). I'm would > like to output debugging/developnent output statements to the gogui shell > window. If the engine sends printf("some output\n"); gogui says "Sent a > malformed response". If it fprintf(stderr, "some output\n"); nothing is > displayed. > > How can you print messages to the shell without disrupting the message > protocol? > > > > Writing to stderr works fine for me, but gogui does not show shell output > immediately. It waits until some point in overall execution before showing > anything in the shell output. > > > > > Also, is there a site that describes the workings of a UCT bot in detail > similiar to some chess programming tutorial sites? > > > > Not that I'm aware of, but senseis.xmp.net might be a good place to start. > Basic UCT is simple: > • always start at tree root > • pick the child with the highest metric (upper confidence bound on win > rate) > • repeat last step until you reach a leaf > • if simulations of the leaf > N, expand leaf and pick child with highest > metric > • play random game > • record results for all visited > nodes_______________________________________________ > computer-go mailing list > computer-go@computer-go.org > http://www.computer-go.org/mailman/listinfo/computer-go/ > > > > > > _______________________________________________ > computer-go mailing list > computer-go@computer-go.org > http://www.computer-go.org/mailman/listinfo/computer-go/ >
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