If I think something will overflow a 4-byte, I use an 8-byte.
Yeah, I should add the ability to write out an SGF for a part of the tree.
Jason House wrote:
What do use for your counters? 32 bit numbers max out at 4 billion, and
you're already beyond that.
Is it possible to generate an SGF fi
What do use for your counters? 32 bit numbers max out at 4 billion,
and you're already beyond that.
Is it possible to generate an SGF file showing the dominant variations
with the number of wins and losses? It'd be interesting to see what
the bot considers to be the best sequences are...
Put it on cgos and see how good it is!
On Fri, Jul 10, 2009 at 9:10 PM, Michael Williams <
michaelwilliam...@gmail.com> wrote:
> Now that I have this system of generating really big game trees, what sort
> of interesting things could I do with it? The exact number of nodes I can
> store is not e
Now that I have this system of generating really big game trees, what sort of interesting things could I do with it? The exact number of nodes I can store is
not exact because I'm doing various things to reduce each node's footprint when it goes to disk. I'm currently building a tree that is bus