[Computer-go] UCT parameters and application to other games
dshawul at gmail.com
Mon Apr 4 16:56:28 PDT 2011
Something I am not clear about is the algorithm used. Or is it just a test
on a single
processor version by giving it more time to search? If the tree is not
shared as in the 'root parallelization'
scheme, I have doubts if it can search 'deeper' even though nps scales
By deeper ,I mean more expansion to the best moves. Since the processors
are not searching the same tree ,
it seems to me the search in parallel is wider (more alternatives) but not
necessarily deeper searched.
Or is this taken care of by using a lower exploration constant (c) for the
parallel search in the hope that
it would fill the void introduced by adding more selectivity ?
On Mon, Mar 28, 2011 at 5:49 AM, Gian-Carlo Pascutto <gcp at sjeng.org> wrote:
> >However one of my early observations with Go programming has been
> >that the speed is not a very big issue in this field (at least in lower
> >10x more processing power only gave around 100 extra elo points.
> >Of course with heavy playouts and more fine tuned programs things can
> >be very different...
> No. You probably have some other problem or bugs. See for example this
> Leela Lite was using light playouts. The slope is a bit flatter than the
> real program, but not much more so. You should get far more than 100 ELO
> a 10x speedup.
> Computer-go mailing list
> Computer-go at dvandva.org
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