I started writing my first go program I think in 1981 or '82. It was
influence based and I threw it away and started over with something that did
tactical search instead, in '82 or '83. I think its first tournament was in
1984, and I started selling it in 1986 (as Cosmos). It was renamed Many
Fa
> It's a new area and the systems are very complicated. What kind of
> theory are you after, and what would you like it to tell you?
Currently, what seems to happen is (no offense intended, and please
correct me if my incomplete view is wildly off!-):
- have an idea for a great improvement (one t
> You'll probably enjoy an article I wrote last year on this theme:
> http://dcook.org/compgo/article_the_problem_with_random_playouts.html
Hi Darren,
yes, I particularly liked that you explained what you were trying to
show and how you think your data supports this - one might agree or
disagree
I remember being first surprised and horrified by the slowdown of heavy
playouts and thinking "there is no way this is going to happen."
But when I gave it a chance anyway, I was against surprised that
although it was a drastic slowdown, it was still a major improvement.
Lazarus heavy could beat
David,
A while back, Don did a 9x9 scalability study (before this one
http://cgos.boardspace.net/study/index.html) comparing light versus heavy
playouts. The light playouts didn't?scale badly, they didn't plateau early,
they just?weren't as strong?as the heavy ones. There was nothing to suggest