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Re: computer-go: unmake move?
Copying instead of unmaking is certainly an interesting idea worth
considering. But it costs more memory. Still I would be surprised if memory
bandwidth would restrict it to only 100.000 moves per second, just making
and unmaking moves should be in the millions per second nowadays.
If you're just talking stone position information and chain-numbers there's
a very simple solution that hardly takes memory at all. (If you keep more
information, the copy method becomes even more expensive.) Keep four stacks
with the four chain-numbers around the move being played. The chain where
the move is played gets its position as its chain-number, ensuring it's
unique. Any chain it connects to gets propagated the same number. When doing
undo, any of the four chains that have a different chain-number than the one
on the stack gets the old number propagated again. Voila.
The expensive bit is recursively propagating the unique number through the
stones it connects to. And reversing it on undo. If the chains are large
it's *very* expensive but fortunately connecting large chains is relatively
rare and on average this method doesn't take much time. (Except in ladders,
but I have another solution for that.)
Mark
----- Original Message -----
From: Don Dailey <drd@xxxxxxxxxxxxxxxxx>
To: <computer-go@xxxxxxxxxxxxxxxxx>
Sent: Wednesday, June 07, 2000 8:05 PM
Subject: Re: computer-go: unmake move?
>
> > Hello Bryan.
> >
> > My data structures are probably nothing like yours, but I only change
what's
> > equivalent to your group number when merging groups. I also maintain
undo
> > information (as you're probably doing.)
> >
> > I have the impression in my own code that checking for superko is more
> > costly than undoing moves.
> >
> > Regards,
> >
> > Peter Smith.
>
>
> Peter,
>
> Have you ever considered not unmaking moves at all?
>
> In my chess and go program, I use a c structure to represent one
> position state. I pass a whole position down the tree when I make a
> move. My structure contains the position, a hash key, a stone count,
> liberty count, head stone and so on for each group as well as
> incremetal scores and any other relevant information I need to keep up
> with.
>
> Now to address your problem, unmaking is completely non-existant and
> move MAKING becomes greately simplified and faster. Suddenly your
> code simplifies and you are not going out of your way to maintain all
> the un-move state information. And there can be a significant amount
> of this.
>
> Note that modern processors are extremely fast at copying data that is
> layed out consecutively in memory, believe me, you can have a very
> fast program that uses this technique. I have found that this
> arrangement cleans up the code a lot because it can get sloppy having
> global state all over the place. It also simplifies parallel
> programming if you decide to go for that later.
>
> A lot of people, when first hearing of this thinks it must be terribly
> expensive, but it turns out that is not the case. They don't realize
> that they are already passing a lot of state anyway, but doing it kind
> of piecemeal, not processor friendly. I first started doing this to
> facilitate parallel program, I would not have considered it otherwise,
> but I was pleaantly shocked and rewarded to find I could still write a
> blazingly fast chess program.
>
> Unfortunately, every program is different, and if you are keeping a
> huge amount of auxillary information that must be constatly updated
> and downdated, then there is no guarantee this will work well for you.
> But I am just throwing this out as a suggestion for you and urging you
> not to be too predjudiced against the idea. It would certainly solve
> your problem but of course I can imagine it would require a
> substantial rewriting of your program. But you would be removing a
> lot more code that you would be adding!
>
> Don
>
>
> P.S. Off the top of my head, here is a kind of psudo code example of
> how things might look.
>
>
> /* nega-max search */
> /* --------------- */
>
> int search( position *state, int depth, int alpha, int beta )
> {
> POSITION new_state; /* allocate state */
>
>
> foreach move in (0 .. number_of_moves)
> {
> make_move( state, &new_state, move );
> score = -search( &new_state, depth-1, -alpha, -beta );
>
> /* No need to unmake!!! */
>
> if (score > best_found_so_far)
> {
> ...
>
> }
>
> }
>
> return( best_found_so_far );
>
> }
>