Can you give us an idea of what types of games you are talking about? From
that email I can't tell if you are looking at Connect Four, Texas Hold'em,
Diplomacy, Puerto Rico or Imperium Romanum II. I am sure the your
observations don't apply to all those games.


Álvaro.



On Sat, Aug 30, 2014 at 4:10 PM, Dave Dyer <[email protected]> wrote:

>
> I've recently been upgrading my family of UCT robots for non-go games,
> but thought I'd report a few things for "general knowledge and
> expectations".
> This UCT system is written in java, and runs on standard PC hardware with
> multiple processor cores.
>
> The system typically uses a fairly small tree and a relatively long random
> playout tail, and is not especially optimized for speed. Only the
> tree-descent
> and backtrack-update phases have thread synchronization issues.
>
> I found simple threading had a pretty sharp knee in performance at 4
> threads.  In other words, 2 3 and 4 threads improved the overall amount
> of work done more or less linearly to 3.5x, speed improvements fell off
> rapidly for more threads.
>
> I've also been comparing "blitz" play which creates a copy of the
> board at top level, and starts each descent with a copy of the board;
> compared with "unwinding" play where every move is explicitly unwound.
> Of course, the complexity of the unwinding varies a lot from game to
> game, but I found that "unwind" is always faster, an average 1/3 faster
> across several games.  So if the complexity of unwinding your data
> structures is not too great, it's worthwhile.
>
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