I analyzed these positions with Valkyria, and it has no problems
seeing what is happening in these positions. Also going back some
moves valkyria for example proposes Ws8 instead of Wp12 for move 218,
which clearly kills the black group and reduces it no eyes, and showes
that Valkyria does
Hi Łukasz ,
It's fixed now. Thanks a lot!
laptop:/u/SW/src/lukaszlew-libego-e4acac7545770fe008c1ff30cf99f874fd7e9272$
build/example/opt/ego
= Benchmarking, please wait ...
= 20 playouts in 2.83218 seconds
70.6171 kpps
34.8904 kpps/GHz (clock independent)
105316/94359 (black wins / white win
On Thu, Apr 23, 2009 at 01:25, elife wrote:
> On my "Intel(R) Core(TM)2 Duo CPU T7200 @ 2.00GHz", using linux and
> the exact compiler libego was tuned for, I get 70 kpps/GHz.
>
> = 20 playouts in 2.85618 seconds
> 70.0236 kpps
> -154.124 kpps/GHz (clock independent)
I found this kind o
This is because there is no getrusage function on windows, so I just
return (and divide) by 0.
I will try to fix it in next week.
Lukasz
On Thu, Apr 23, 2009 at 07:28, Petri Pitkanen
wrote:
> Because your time measurement has gone wrong. You get 0 seconds in
> time hence kpssa in infinity.
>
> P
I appreciate that Go programs are complex and not easy to tune.
Thinking over Magnus' excellent automated method ( play many games, allow early
resignation, inspect long games ), and my own experiences, I'd like to suggest
an additional method: when a game ends with a large loss, determine
retr
But odd move numbers always mean black to move. That becomes second nature
very quickly and I personally prefer the less verbose syntax.
- Don
On Thu, Apr 23, 2009 at 1:47 AM, Darren Cook wrote:
> > translated to Ishi-go
> > B 1 Q4
> > W 2 R16
> > B 3 C4
> > W 4 F3
> > ...
> >
> > ***
Don Dailey wrote:
> But odd move numbers always mean black to move. That
> becomes second nature very quickly and I personally
> prefer the less verbose syntax.
Darren Cook wrote:
> I find the B/W very useful: when playing out a long list of moves it is
> very easy to lose track where I am. Mo
Many faces will show group status, but with letters on the stones, not
colors.
From: computer-go-boun...@computer-go.org
[mailto:computer-go-boun...@computer-go.org] On Behalf Of terry mcintyre
Sent: Thursday, April 23, 2009 7:04 AM
To: computer-go
Subject: Re: [computer-go] Roadmap 2020 - usin
I have two benchmarks:
On an: Intel(R) Core(TM)2 CPU T7200 @ 2.00GHz stepping 06
g++ --version
g++ (GCC) 4.1.2 20070925 (Red Hat 4.1.2-33)
I had to modify SConstruct to refer to the default g++, not g++.4.2
and had to remove -march=native
= Benchmarking, please wait ...
= 20
I get
g++-4.1 35 kpps/GHz
g++-4.2 45 kpps/GHz
g++-4.3 40 kpps/GHz
I'm happy it's quite consistent on core2
I'm curious about 4.4 as well.
Lukasz
PS
On Fri, Apr 24, 2009 at 01:29, Adrian Grajdeanu wrote:
> I have two benchmarks:
>
> On an: Intel(R) Core(TM)2 CPU T7200 @ 2.00GHz step
For example1, Many Faces' Game Score Graph shows the fight is over around
move 208.
From: computer-go-boun...@computer-go.org
[mailto:computer-go-boun...@computer-go.org] On Behalf Of terry mcintyre
Sent: Wednesday, April 22, 2009 6:27 PM
To: computer-go
Subject: Re: [computer-go] Roadmap 2020
2009/4/23 terry mcintyre :
> Programs which get semeai and seki right every time might be a few stones
> stronger. They'd certainly be more valuable as teaching tools. In the game
> above, a stronger program would have exploited my earlier weakness; this
> would have encouraged me to make better mo
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