[computer-go] Crazystone patterns
dhillismail at netscape.net
dhillismail at netscape.net
Thu Sep 20 19:47:09 PDT 2007
That should do nicely. Thanks!
-----Original Message-----
From: Álvaro Begué <alvaro.begue at gmail.com>
To: computer-go <computer-go at computer-go.org>
Sent: Thu, 20 Sep 2007 10:31 pm
Subject: Re: [computer-go] Crazystone patterns
Remi keeps a number that is the sum of all the probabilities (I'll
all them that, although they are not normalized so they add up to 1)
nd also one number per row that is the sum of the probabilities of
he points in that row. Now you pick from the distribution of rows,
nd inside the row from the distribution of points, and it can be done
ast.
On 9/20/07, dhillismail at netscape.net <dhillismail at netscape.net> wrote:
> -----Original Message-----
> From: Rémi Coulom <remi.coulom at univ-lille3.fr>
> To: computer-go <computer-go at computer-go.org>
> Sent: Thu, 20 Sep 2007 10:22 am
> Subject: Re: [computer-go] Crazystone patterns
> Chris Fant a écrit :
> > Does this mean that you need to calculate the Bradley-Terry
> > probability for every legal move before selecting one on that
> > probability? Isn't that expensive? Have you tried selecting only N
> > legal candidates at random and then selecting one of those based on
> > their Bradley-Terry probability distribution to save time?
> I only keep light-weight local features in the random simulations. So, it
is not expensive. A table of move urgencies can be > > > updated
incrementally after each move: only a few change. In fact, my program became
faster when I introduced 3x3 patterns > for the random simulations. I can
pre-compute a lot of information indexed by pattern shape, that are useful
to detect eyes > > > and move legality. From memory, Crazy Stone does about
5k playouts / second from the empty position on 19x19, on one 3 > > GHz CPU,
which is "only" about 5 times slower than libego, if I remember correctly.
>
> Rémi
Suppose I can generate scores for all of the moves quickly enough. I still
face the problem of quickly choosing a move biased by the scores. Tournament
selection is fast, but that is a function of relative ranking of the scores,
not the values of the scores. Roulette wheel selection gives me an answer,
but it is slow slow slow, the way I implement it anyway. Can anybody
describe a good way to do this?
- Dave Hillis
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