- Original Message -
From: "David Doshay" <[EMAIL PROTECTED]>
To: "computer-go"
Sent: Thursday, November 30, 2006 11:44 PM
Subject: Re: [computer-go] Making Java much faster
I have been *so* tempted to either ignore this thread or rename it ...
On 30, No
Huh, why not use Pascal? It has speed of C and
simplicity of Java :)
heck, you could use perl. plenty of packages
available (it can even be made multithreaded!),
shared memory packages, etc.
i mean, if speed isn't your top concern...
i think speed is one of most important things beacuse
Orego version 3.03, described in the paper and available at the Orego
web site, is in C++.
However, we are finding C++ an exceedingly frustrating language to
work in. I won't go into the details here -- we don't need another
language war -- but suffice it to say that it seems like we're
- Original Message -
From: "David Fotland" <[EMAIL PROTECTED]>
To: "'computer-go'"
Sent: Friday, November 17, 2006 12:37 AM
Subject: [computer-go] Proximity to last move
Most of the strong programs use pattern matching to select moves to try.
Usually there are some patterns that are
- Original Message -
From: "Darren Cook" <[EMAIL PROTECTED]>
To: "computer-go"
Sent: Thursday, November 16, 2006 10:48 PM
Subject: Re: [computer-go] How to improve my minimax speed?
My simple idea is to analyze first moves near the last move on board,
...
Ofcourse we can extend this
- Original Message -
From: "Chris Fant" <[EMAIL PROTECTED]>
To: "computer-go"
Sent: Thursday, November 16, 2006 11:00 PM
Subject: Re: [computer-go] How to improve my minimax speed?
I doubt any serious Go programs base their move selection on proximity
to the last move.
Cool and how
Greetings,
I would like to thank You for all your sugestions. Some of them still
awaiting implementation ;-) I've started from implementing Alpha-Beta
pruning but I would like to ask You how to chose moves which should be
evaluated first?
My simple idea is to analyze first moves near the last mo
Greetings guys.
Ive implemented standard minimax algorithm but is so enormous slow even on
9x9 board. For example when depth = 3 (player1 move, player2 move, player1
move) computing time at the begining is like 1 minute.
I know that I should implement alpha-beta pruning variation to speed up it
b
Hello guys,
I am trying to write my first GO program and I have few difficulites. Could
someone give me any examples / hints about the evaluation function? How to
evaluate curret state of the game?
I am writing my engine based on article in:
http://en.wikibooks.org/wiki/Computer_Go/Represent