[Computer-go] UCT parameters and application to other games
gcp at sjeng.org
Tue Apr 5 00:25:34 PDT 2011
Those were single processor tests.
I wanted to point out that your "speed is not a very big issue" guess is
wrong and that the heaviness of the playouts doesn't change that either.
Strength scales strongly with playouts/speed. So something is limiting your
result, and a bad parallelization can very well be it.
From: computer-go-bounces at dvandva.org
[mailto:computer-go-bounces at dvandva.org] On Behalf Of Daniel Shawul
Sent: Tuesday, April 05, 2011 1:56 AM
To: computer-go at dvandva.org
Subject: Re: [Computer-go] UCT parameters and application to other games
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 for
a 10x speedup.
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