This is the problem with Go. "Branching factor".
9x9=81,
81 x 80 x 79 = 511920 positions to check.
You should try to search for "more likely" moves. Ex:
A1 is definetely not a first move. Any move at first
row/column will not be a good move, at least for the
first 5 or 6 moves.
So, just to ilust
On 11/13/06, Chrilly <[EMAIL PROTECTED]> wrote:
There is of course the question how sure this number is. Is it some sort of
proove or just an example the author has found?
A simple upper bound can be calculated by number_of_intersections*4/5,
which gives 288 for the 19x19 board.
Each empty int
Start with the "low hanging fruit".You haven't implemented
alpha-beta pruning yet, but you should, that is an enormous speedup.
After implementing alpha beta pruning you should spend a lot of time on
move ordering - doing a lot of experiments to see what is best as this
will give you additiona
But...
Which evaluation function for alfa-beta pruning?
Perhaps I'm missing something, but alfa-beta pruning
implies not perfect solution at all, because
evaluation function is not perfect.
--- Don Dailey <[EMAIL PROTECTED]> escribió:
> Start with the "low hanging fruit".You haven't
> impl
In message <[EMAIL PROTECTED]>, Eduardo Sabbatella
<[EMAIL PROTECTED]> writes
But...
Which evaluation function for alfa-beta pruning?
The same evaluation function that you are using already.
Your original posting refers to "branching factor". If you are
concerned about branching factor, you
> If you are concerned about branching factor,
Nop, I'm not. Was another person, I just tried to
explain what is branching factor.
Something good about alfa-beta, search-trees that you
pointed out:
Using alfa-beta pruning allows you to see more 'deep'
in the game tree.
We could say: You exchan
On Monday, November 13, 2006, at 04:02 PM, Eduardo Sabbatella wrote:
Using alfa-beta pruning allows you to see more 'deep'
in the game tree.
We could say: You exchanges "tree wide view" for "tree
deep view".
Its not soo difficult to miss "the" move, prunning the
tree.
Alpha-beta pruning is
You can reduce this far more by using symmetry arguments:
if you are willing to eliminate only the edge moves from first
level considerations, then there are only 10 moves, six if you
are also willing to eliminate the second row, because of the
8-fold symmetry. While this advantage drops quickly a
> This is a practically important figure. I have severall fixed
> data-structures which depend on the maximum number of strings. I put it to
> 300, because I was not sure. So I can save a few entries in the future.
> There is of course the question how sure this number is. Is it some sort of
> p
Author could not solve 19x19, just showed 277 <= MSP(19) <= 281.
But Ryuhei Miyashiro reported he got the result MSP(19) was 277 by
using CPLEX(commercial solver) for 40days calculations.
Hiroshi Yamashita
Thanks for the info. I will set it to 278 and if once Suzie crashes due to
an overflow I
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