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Re: [computer-go] Pattern Matcher
Frank and I use a similar technique (differences include that my
patterns are used for move selection and board evaluation, not just
move selection; and that my petterns are created via self-play instead
of harvested from pro games, which I'm sure makes them of lower
quality, at least right now). On that hardware, my matcher would
probably be about 200k matches per second out of a database of
millions.
On Mon, 08 Nov 2004 16:12:36 +0100, Vincent Diepeveen <diep@xxxxxxxxxxxxxxxxx> wrote:
> Frank,
>
> Let's summarize: you work on a module that can order moves hopefully better
> as it regurarly picks the correct moves.
>
> The advantage of a move ordering is that you can afford to try some real
> stupid move first, hoping it is a brilliant attacking move.
>
> In alfabeta with nullmove and a deep search, it is very important to pick
> the first move a reasonable move.
>
> Lucky we have hashtables for that and internal iterative deepening,
> killermoves and history moves are very popular with most programs too (not
> working for DIEP somehow).
>
> Even after that a good move ordering is very interesting. We can for
> example throw out history table and use your code there.
>
> My question is how much system time it costs to select a candidate out of
> the legal move list using your pattern matching.
>
> If i want to do it say 100000 times a second at an opteron 2.0Ghz, can i do
> it with your software?
>
> I hope you see the *need* for doing it quickly. Because a better move
> ordering might sooner give a cutoff, it means a deeper search. The tradeoff
> is that calling your function costs system time. I want to know how much
> and it is no problem to mention things you guess can get speed optimized.
>
> I also hope that if at a spot which normally gets called 50000 times a
> second, that if your move ordering can deliver it only 50000 times a
> second, that the program slows down 2 times, which is a severe penalty.
>
> Vincent
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