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Re: [gnugo-devel] Re: [computer-go] SlugGo v.s. Many Faces
From: |
David G Doshay |
Subject: |
Re: [gnugo-devel] Re: [computer-go] SlugGo v.s. Many Faces |
Date: |
Wed, 25 Aug 2004 14:07:05 -0700 |
On Aug 25, 2004, at 4:56 AM, Don Dailey wrote:
The primary reason the code is so very slow is that we have found a
lookahead depth of 16 works very well, and it thus takes a bit more
than 16 times as long as GNU Go to settle on its move.
Can you explain this statement? You make it sound that your search
takes linear time. Would a 32 ply search take only twice as long?
At one limit the search time is linear in the plys because there is no
branching
after the first set of candidate moves are selected. This is how we
were running
in the reported games against Many Faces.
At the other limit it is still linear in the ply depth as long as there
are cpus
available to supply the desired branching rate. We can do that too. We
have 72 cpus in our pool and intelligent use of them should result in
stronger
play.
It is interesting that 16 moves of once-branched play is worth something
like 3 stones. We will continue to gather statistics to find out.
The infrastructure we are developing is designed to make it easy to
program
simulations which make decisions at run time resulting in more cpus
being
put to work. Go is our testbed application.
Thanks again to the GNU Go folks for supplying us with a code we barely
had
to touch to do this.
Cheers,
David
- Re: [gnugo-devel] SlugGo v.s. Many Faces, (continued)
Re: [gnugo-devel] SlugGo v.s. Many Faces, Gunnar Farnebäck, 2004/08/24
[gnugo-devel] Re: [computer-go] SlugGo v.s. Many Faces, Don Dailey, 2004/08/25
- Re: [gnugo-devel] Re: [computer-go] SlugGo v.s. Many Faces,
David G Doshay <=