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Re: [computer-go] Score estimating



Paul Jacobs wrote:

Don -

This is somewhat off topic, but are you familar with the Python/C interface libraries? It's trivial to write a C++ class that looks and behaves like a native Python class to the Python interpreter. This means that an interesting programming methodology is to write an entire progam in Python, profile it to see which parts are slow, and then re-write just the most performance critical in C/C++. In many cases, you can re-write a critical 5-10% of your code, and reap huge gains in performance, largely offsetting the penalty for using Python while still using the expressive language for the majority of the code, especially during the most fluid and often changing early stages of development. It isn't clear that Go programs can break down in this manner, necessarily, but in general I find this a very productive way to work.


Sorry for the digression,

Paul Jacobs

I found that the eaisiest way is to use PyInline http://pyinline.sourceforge.net/.
The project seems spleeping but it work well for at least simple interface with C.
For all Python performance you should look at
http://manatee.mojam.com/~skip/python/fastpython.html

If you want to work with Python, maybe we can do something together. I already done
a manego (miror go) program wich played on kgs uner the name of TutorBot.
Now he has some problems with ko or superko rule, but one week ago he perfectly implemented
(but with bad performance) the following
- kgs/gtp connection (wich still perfectly work)
- applying rules, ko also
- superkodetection (it seems it's still a big problem)
- pass at the end of the game
- catching ataristones
The only point with kgs/gtp is that if you play an illegal move the connexion is broken.
I really would like that kgs inform me where are the ko position. it's not fair comparing
with humans players.

I hope I did not break the rule "what is the best language" ....

Xavier
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