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_______________________________________________
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>
>
>
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