If you're only getting 1000 table generations a second, you should look
into your algorithm. You should get at least 100,000 table generations a
second!
On 2015-10-16 7:21, Álvaro Begué wrote:
That sounds kind of obsessive. I think the probability of having a 0
or repeated numbers in the table
We are talking about initialization of the Zobrist table. That will happen
once per execution of the program; or even just once ever, if he just
generates the table and hard-codes it into the program --which is what I do.
Álvaro.
On Fri, Oct 16, 2015 at 10:29 AM, Igor Polyakov
wrote:
> If you
Heh you got me there. I guess I do it because there's not really any
drawback to it, better be safe than sorry, even if only every 10,000 years.
On 16/10/2015 15:21, Álvaro Begué wrote:
That sounds kind of obsessive. I think the probability of having a 0 or
repeated numbers in the table is abou
That sounds kind of obsessive. I think the probability of having a 0 or
repeated numbers in the table is about 3.18*10^-15 (someone else please
check my math). To generate some intuition for how small this number is, if
you did this a thousand times per second, the expected time to finding a
proble
I'm currently using random numbers ensuring they are not 0 or repeated
in the table, for obvious reasons. I suspect the next step for those
interested would be ensuring each bit has a similar ratio of
occurrences, or bruteforcing it.
On 16/10/2015 14:51, Álvaro Begué wrote:
Btw does anyone ha
> Btw does anyone have a good initialization vector for the Zobrist table?
The obvious thing to try is random numbers. Another idea is turning your
Zobrist key into CRC64, which I think is what you get if you generate your
numbers like this:
#include
int main() {
unsigned long long const P =
And your method, although I didn't understand it completely, seems very
similar to having one big hash table with an entry for the Zobrist hash
of every state of the match, with the advantage of also stopping
superkos. I used this when I had neural networks playing and they
absolutely could not
Hmmm, that's interesting but for random playouts seems a bit overkill.
In a random playout kos will only consistently happen if they are the
last legal positions in the board, at which point it might be better
just waiting for a few more plays, reaching the max depth and calling
the score as it
I believe there is a Go Island in Second life, so assuming Second life
supports Oculus / VR (which it should) then you're most of the way there
already.
On 28 September 2015 at 22:31, Sébastien 'Cb' Kuntz <
sebastien.ku...@nowan.net> wrote:
> Hi list,
> just a quick update with more info and scre
My go playing program mostly just does random play outs so I don't claim to
be an expert, but I check for super KO in my go program and it doesn't seem
to slow it down too much. I use the same algorithm for checking for simple
KO as well.
*This doesn't catch 100% of super KO but it is good enough
I made a start on this but I decided to start over as I didn't like the
data structures I was using and my unit test coverage wasn't good enough
for me to debug problems effectively.
My goal was to make an program that was suitable for beginners (beat a
double digit (ideally 12k) player) and that
Hello,
the original message by David Ormerod from GoGameGuru was:
*
Hi all,
I usually just lurk on this list, but for those of you who are interested in an
analysis of the first game, you can find one here:
https://gogameguru.com/go-commentary-zen-vs-fj-2nd-c
Hi David,
thanks for your posting.
I just chased through the comments by An Younggli (8p from Korea, living in
Sidney).
Highly recommended, even for go beginners like me.
At one point Younggil asks if MC bots (like Zen) can have something
like a fighting spirit. I would say so, for instance whe
Very nice speed up Goncalo! This prompted me to check my playout speed and
with the recent addition of 3x3 patterns I'm now down to 6pps on 19x19.
Whoops! ;) I may need to do some optimisations ...
Urban
On Fri, Oct 16, 2015 at 1:09 AM, Gonçalo Mendes Ferreira
wrote:
> Thanks everyone for your
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