Re: [computer-go] How to improve Orego

2006-12-08 Thread Don Dailey
Lukasz, I have an implementation of your circular list in place, but I'm having a difficult time dealing with the single point eyes which my program does not allow as well as suicide which I don't allow either. I built a little circular list and I put captured points back into the circular list

[computer-go] Re: Bitmap Go

2006-12-08 Thread Antoine de Maricourt
It would be interesting to see how your implementation performs on a Core2 architecture. So how many 9x9 games does it currently play per second? What about 19x19 games? I don't know how many games it plays. As I said, I'm not really interested in MC GO now. I played a few days with this c

Re: [computer-go] language choices

2006-12-08 Thread Ray Tayek
At 07:53 PM 12/3/2006, you wrote: A note: we're working on converting Orego back from C++ to Java, ... this is probably a silly idea, but i was recalling how you defined location in some of your previous code. also, you had arrays of boards and neighbors. something like board[], north[], sou

Re: [computer-go] How to improve Orego

2006-12-08 Thread Don Dailey
I never finished this email. I'm wondering how you handle the eye thing. I don't allow the program to move to a single point eye but you said nothing about this. But if you skip over that point now it might become legal later. Those eyes must be put back into the pool. To get truly rando

Re: [computer-go] How to improve Orego

2006-12-08 Thread Don Dailey
Łukasz Lew, I'm trying to implement this now. I think I see why our average moves per game do not match. First of all, suicide is illegal in my program, I do not allow it. On Thu, 2006-12-07 at 16:05 +0100, Łukasz Lew wrote: > I really do randomize a whole vector of empty intersections befor

[computer-go] When to pass in random games?

2006-12-08 Thread Peter Drake
I had been including pass as one of the possible random moves, just as likely as any other. I reasoned that, if there is a seki on the board, passing might be the best move. On further thought, it's almost certainly more important to avoid leaving dead stones on the board. I changed this an

Re: [computer-go] Fast Board implementation

2006-12-08 Thread Don Dailey
112 moves on average in a 9x9 game? You are doing something a little different than I am and others have reported the same number I get, about 107.3 - 107.4 What is your eye avoid rule? - Don P.S. 30K on 1.4 Celeron is almost too good to be true. If this is correct that's very impressive a

Re: [computer-go] Fast Board implementation

2006-12-08 Thread Eduardo Sabbatella
I found myself doing not simple or obvious elections on the board/game implementation. I found a couple of places where different approaches would impact on perfomance: - Liberties: maintain a list of chains, and liberties. "Union set" when a stone is placed in the board. Floodfill is another ap

[computer-go] Fast Board implementation

2006-12-08 Thread Łukasz Lew
Hi! Many people are spending a lot of effort on creating fast board implementation. I am considering releasing the one written by me. I get 30 k playouts / s (112 moves on avg) on Celeron M 1.4Ghz. So I consider it quite good. If there is an interest in joint development, then I will do it. Wha

Re: [computer-go] firstChild/nextSibling in a DAG

2006-12-08 Thread Chrilly
A Hashtable is the "natural" solution to this. In a Hashtable it does not matter if its a tree or a DAG. The hashtable works just better if it is a DAG. Chrilly - Original Message - From: "Peter Drake" <[EMAIL PROTECTED]> To: "Computer Go" Sent: Thursday, December 07, 2006 11:46 PM S

Re: [computer-go] firstChild/nextSibling in a DAG

2006-12-08 Thread Peter Drake
Crikey -- it worked! Incorporating moves into the tree with a transposition table, I'm still getting 10,000 games per second with the dual cores. The games are still purely random -- UCT is tomorrow's job. I went ahead and (*shudder*) created the TwinNode objects on the fly, rather than m