[computer-go] Aya weaker bots not MC

2008-05-16 Thread Peter Christopher
AHA, that would explain it. Yes, my reasoning was based on totally incorrectly assumptions about its guts then;) Thanks for the correction. Peter ___ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/com

Re: [computer-go] Random

2008-05-16 Thread Don Dailey
Michael Williams wrote: I don't think Don was saying to use many calls to RDTSC to generate a single random number. I think he meant do something like (FastBadRand() XOR RDTSC). The first part has low quality low-order bits and the second part has low quality high-order bits. That was my exac

Re: [computer-go] Random

2008-05-16 Thread Don Dailey
Michael Williams wrote: I don't think Don was saying to use many calls to RDTSC to generate a single random number. I think he meant do something like (FastBadRand() XOR RDTSC). The first part has low quality low-order bits and the second part has low quality high-order bits. I also intende

Re: [computer-go] Random

2008-05-16 Thread terry mcintyre
Regarding the time used by RDTSC: From http://smallcode.weblogs.us/2007/12/07/performance-measurements-with-rdtsc/ Intel and Agner Fog recommend measuring the overhead of RDTSC function and subtracting it from your result. The overhead is relatively low (150-200 clock cycles) and it occurs in all

Re: [computer-go] Random

2008-05-16 Thread Don Dailey
terry mcintyre wrote: Regarding the time used by RDTSC: From http://smallcode.weblogs.us/2007/12/07/performance-measurements-with-rdtsc/ Intel and Agner Fog recommend measuring the overhead of RDTSC function and subtracting it from your result. The overhead is relatively low (150-200 clock cy

Re: [computer-go] Random

2008-05-16 Thread Zach Wegner
What you could do is XOR the RDTSC into the seed (or array or whatever your RNG uses) at the beginning of each playout. That adds to the chaos but doesn't slow it down much at all. ___ computer-go mailing list computer-go@computer-go.org http://www.comput

Re: [computer-go] Random

2008-05-16 Thread Don Dailey
Zach Wegner wrote: What you could do is XOR the RDTSC into the seed (or array or whatever your RNG uses) at the beginning of each playout. That adds to the chaos but doesn't slow it down much at all. I like your idea. Yes, you could probably use a really fast simple RNG and do this. A

Re: [computer-go] Random

2008-05-16 Thread David Doshay
Hi, As mentioned before, Monte Carlo simulations in physics was my thesis topic, and there we need REALLY good PRNGs or we see the effect in the results. There is always a tradeoff between fast and good. If the newer Mersine Twister algorithms (which are very good) is too slow and you want to te

Re: [computer-go] Random

2008-05-16 Thread Olivier Teytaud
Personally, I think that much of the "really high quality" issues are not that important for MC Go right now. I think that other things like not having a reasonable distribution function (which UCT does a remarkable job of smoothing over) completely overwhelm the effects of a poor PRNG. I agree

Re: [computer-go] Random

2008-05-16 Thread terry mcintyre
An interesting note from http://en.wikipedia.org/wiki/Knuth_shuffle which appears to be pertinent to Don's remarks about a limited number of games: Limited PRNG state space An additional problem occurs when the Fisher-Yates shuffle is used with a pseudorandom number generator: as the sequence

Re: [computer-go] Random

2008-05-16 Thread Don Dailey
That's very interesting and I believe it explains everything perfectly. If I understand this correctly, my 4 billion possible seeds (I used a 32 bit seed) cannot produce 32 billion different games (against the same deterministic opponent.) In my implementation there were also issues with the lo

Re: [computer-go] Random

2008-05-16 Thread David Doshay
These shuffles are different than the one I used and attempted to describe. Cheers, David On 16, May 2008, at 12:55 PM, terry mcintyre wrote: An interesting note from http://en.wikipedia.org/wiki/Knuth_shuffle which appears to be pertinent to Don's remarks about a limited number of games:

[computer-go] Another beginner question: string management

2008-05-16 Thread Carter Cheng
I am having some difficulties deciding on a string management scheme which copes gracefully with merging groups. A first glance for me this seems like it is quite a slow operation akin to capture. The problem is how to have each stone vertex know which chain record to look up for information. I

Re: [computer-go] Another beginner question: string management

2008-05-16 Thread Peter Drake
Carter: It might help to look at the Orego code. In the doc directory, there's a file called Board-data-structures-explained.pdf. Orego's current board-handling data structures are basically a Java "translation" of Lukasz Lew's Library of Effective Go Routines (EGO), although I've gone to

Re: [computer-go] Another beginner question: string management

2008-05-16 Thread Carter Cheng
Thanks for pointing to the existence of this document. It clarifies some things about a conventional light playout UCT design(It also answered a question about pseudo-liberties I guess they are equivalent to what I term |multi set liberty|). From the code I gather Orego (thus libEgo) does update

[computer-go] mogo-pr-4core on cgos 9x9

2008-05-16 Thread Hideki Kato
Dear CGOS watchers, :) Mogo-pr-4core is the public release (not big float) version of MoGo and running on Intel Q9550, latest 45nm chip of Core2 micro architecture with larger L2 cache (2 x 6MB), at 3.4 GHz (8.5 x 400MHz; overclocked from rated 2.83GHz) on ASUS P5K-VM motherboard. Its perform