[computer-go] A nearest-neighbor heuristic

Eduardo Sabbatella eduardo_sabbatella at yahoo.com.ar
Thu Mar 8 01:34:39 PST 2007


Oh! Great!

Can you give us some info about it ?
Are you using MC ?

My initial idea is to create a big transposition table
on disk and a way to optimise it. (to prune the tree
in order to delete 'weird' moves that are not likely
to occur on a real game). Pruned nodes will be
"avoided" as parent's nodes will contain information
that will not guide the search in that path (the
normal UCT/MC way of work.)


--- "Stuart A. Yeates" <syeates at gmail.com> escribió:

> On 3/8/07, Eduardo Sabbatella
> <eduardo_sabbatella at yahoo.com.ar> wrote:
> > Why do you want 1000 rules ? perhaps 200GB of
> rules is
> > better. ;-) (I couldn't get time to try my idea of
> a
> > big big big hash)
> 
> Stranglely enough, that's pretty much how my
> go-player works. I'm
> limiting mine so it fits on a DVD, so I can
> distribute it when it
> works well enough to be distributed...
> 
> It's "merely" a question of finding a suitable
> matching criteria and
> suitable datastructures to test the rules fast
> enough.
> 
> cheers
> stuart
> _______________________________________________
> computer-go mailing list
> computer-go at computer-go.org
>
http://www.computer-go.org/mailman/listinfo/computer-go/
> 



	

	
		
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