Hi Erik
And what distinguishes database look up from things like transposition
table look up? Why wouldn't one use database look up during tree
search?
The interest in rotation/mirror. In database search, what is good for
a position is good for the mirror/rotation. In tree search, rotation
of
Hi Jacques,
On 2/13/07, Jacques Basaldúa <[EMAIL PROTECTED]> wrote:
Hi Erik
> And what distinguishes database look up from things like transposition
> table look up? Why wouldn't one use database look up during tree
> search?
The interest in rotation/mirror. In database search, what is good fo
On Sun, Feb 04, 2007 at 02:13:33PM +0100, ?ukasz Lew wrote:
> Optimizing and refactoring became my hobby, but it's too absorbing :)
> It's time to add some features now.
Just one question: Is the gtp support sufficient to play against other
machines (if we ignore the rather trivial genmove code :-
On 2/12/07, Phil G <[EMAIL PROTECTED]> wrote:
For those doing a lot of bit logic in their computer go programs, you might
be interested in this collection of highly optimized methods for doing
things with "bits"
(like counting bits sets in parallel and computing the minmum or maximin of
two inte
The following code did not hurt the strength against self-play in over
2000 games at boardsize 8x8 (faster games) with 10k playouts per move:
moveEval[m] = (float)wins[m]/nGames[m] +
points[m]/(nGames[m]*Board->Spaces*100)
where points[m] is accumulated only for wins.
_
Erik,
I am.
Jim
- Original Message
From: Erik van der Werf <[EMAIL PROTECTED]>
To: computer-go
Sent: Tuesday, February 13, 2007 3:37:13 PM
Subject: Re: [computer-go] Bit Twiddling Hacks
On 2/12/07, Phil G <[EMAIL PROTECTED]> wrote:
> For those doing a lot of bit logic in their compu
Does anyone know what "find-union algorithms" Lukasz is referring to
in the README file?
___
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The following code did not hurt the strength against self-play in over
2000 games at boardsize 8x8 (faster games) with 10k playouts per move:
moveEval[m] = (float)wins[m]/nGames[m] +
points[m]/(nGames[m]*Board->Spaces*100)
where points[m] is accumulated only for wins.
...And it increase t
This was discussed on the list a while back. There's a good Wikipedia article:
http://en.wikipedia.org/wiki/Disjoint-set_data_structure
On 2/13/07, Chris Fant <[EMAIL PROTECTED]> wrote:
Does anyone know what "find-union algorithms" Lukasz is referring to
in the README file?
__
Generally http://en.wikipedia.org/wiki/Disjoint-set_data_structure
In my program it's a tree for each group of stones. In the root is
number of pseudoliberties.
Joining is cheap and checking group membership is cheap.
Look at chain_t class. in board.cpp
Best,
Łukasz Lew
On 2/13/07, Chris Fant <
On 2/13/07, Heikki Levanto <[EMAIL PROTECTED]> wrote:
On Sun, Feb 04, 2007 at 02:13:33PM +0100, ?ukasz Lew wrote:
> Optimizing and refactoring became my hobby, but it's too absorbing :)
> It's time to add some features now.
Just one question: Is the gtp support sufficient to play against other
m
On 2/9/07, Weston Markham <[EMAIL PROTECTED]> wrote:
I don't seem to have any numbers on this anymore, but I should be able
to try some experiments this weekend. I do have some code that does
what I describe below. It is also using an "all moves as first"
heuristic. According to my notes, I ma
Here's a link:
http://erikvanderwerf.tengen.nl/pubdown/bitcounters.c
Have fun,
Erik
On 2/13/07, Jim O'Flaherty, Jr. <[EMAIL PROTECTED]> wrote:
Erik,
I am.
Jim
- Original Message
From: Erik van der Werf <[EMAIL PROTECTED]>
To: computer-go
Sent: Tuesday, February 13, 2007 3:37:
Erik,
Thank you very much.
Jim
Erik van der Werf wrote:
Here's a link:
http://erikvanderwerf.tengen.nl/pubdown/bitcounters.c
Have fun,
Erik
On 2/13/07, Jim O'Flaherty, Jr. <[EMAIL PROTECTED]> wrote:
Erik,
I am.
Jim
- Original Message
From: Erik van der Werf <[EMAIL PROTE
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