Zen has very slow (but very smart) heavy playout, about 1 kpo/s on a 3 GHz Intel Core2 core. One important "tenuki" for speed-up is to check the legality of moves _after_ selecting a move, i.e., don't check the legality of all moves before choosing a move.
Hideki Scott Christensen: <CAHuTwaxAW=44AXc6hhrtbYMxfJ079u=jxVjp=yrwcrb6j-v...@mail.gmail.com>: >Just want to check what the expected playout performance is of well >tuned monte-carlo engines? My MCTS engine is averaging apx 3,500 >lightweight playouts per second on a single i5 32 bit cpu. Any >suggestions on very efficient source code examples for fast >monte-carlo playouts? > >I've spent a lot of time comparing recursive group formation vs >non-recursive but it doesn't seem to make a big difference. It seems >that updating the list of likely moves after every play with something >similar to the mogo probability rules is the most time consuming part >as I currently recalculate the probabilities of moves at every empty >point on the board each turn. It seems necessary if one doesn't want >to handle all the exceptions to keeping the previous turn's play >probabilities. > >Also any thoughts on combining pattern scoring and other conventional >techniques together with a UCT tree? If two branches have very >similar simulated win ratios could one use other factors to choose the >best branch? It seems if there is a very wide branching such as at >the beginning of the game, there is a lot of room to add other >heuristics to choosing the best move when monte-carlo scores are >within range of expected error. >_______________________________________________ >Computer-go mailing list >[email protected] >http://dvandva.org/cgi-bin/mailman/listinfo/computer-go -- Hideki Kato <mailto:[email protected]> _______________________________________________ Computer-go mailing list [email protected] http://dvandva.org/cgi-bin/mailman/listinfo/computer-go
