Orego is currently using the MoGo policy (escape, local patterns,
capture, random). Including these as priors helps a little, but just
including them in the playouts helps a lot, even with time (rather
than # of playouts) fixed.
Peter Drake
http://www.lclark.edu/~drake/
On Sep 12, 2009,
A document of 2 weeks ago where they write at least *something*,
not bad from nvidia, knowing they soon have to give lessons to
topcoders :)
It's not really systematic approach though. We want a list of all
instructions with latencies and throughput latency
that belong to it. Also lookup tim
On Sun, Sep 13, 2009 at 10:48:12AM +0200, Vincent Diepeveen wrote:
>
> On Sep 13, 2009, at 10:19 AM, Petr Baudis wrote:
> >Just read the nVidia docs. Shifting has the same cost as addition.
> >
>
> Document number and url?
http://developer.download.nvidia.com/compute/cuda/2_3/toolkit/docs/NVIDIA
On Sep 13, 2009, at 10:19 AM, Petr Baudis wrote:
On Sun, Sep 13, 2009 at 01:02:40AM +0200, Vincent Diepeveen wrote:
On Sep 10, 2009, at 12:55 AM, Michael Williams wrote:
Very interesting stuff. One glimmer of hope is that the memory
situations should improve over time since memory grows bu
On Sun, Sep 13, 2009 at 01:02:40AM +0200, Vincent Diepeveen wrote:
>
> On Sep 10, 2009, at 12:55 AM, Michael Williams wrote:
>
> >Very interesting stuff. One glimmer of hope is that the memory
> >situations should improve over time since memory grows but Go
> >boards stay the same size.
> >
>
>