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RE: computer-go: unmake move?
> From: Don Dailey [mailto:drd@xxxxxxxxxxxxxxxxx]
>
> Peter,
>
> Have you ever considered not unmaking moves at all?
>
Yes, depending on the data structures you're using that can be a good
approach. For me undoing most moves doesn't involve very much work - some
of the data structures involved do use a copy on change technique.
> 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.
>
I don't have a lot of undo information but this is worth considering for
anyone starting with a clean sheet.
> 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.
>
Global state? I have one C++ class which represents a board and most of my
code treats the board as a black box. Internally the board is complicated
but externally simple.
My efforts are directed towards improving the evaluation of board positions
and the moves to be played, rather than optimising making and unmaking
moves. When I've got the program making sensible moves (which may be some
time) then I will try everything I can to optimise the speed of making.
Using copy on change is a valid technique.
Regards,
Peter.