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2 daysTrying to make things fastertslil
I tried the following, but they all made things worse: - moving away from the singly-linked (tail tracking) list for actions by: + using an array zipper for a deque + using an array to poorly hold a floating deque - caching the results of generating move lists in the transposition table and then + copying the resulting list/zip/deque instead of generating it + applying the move-to-front without copying, but this made the search order worse. Presumably in this case shallower nodes were messing up the search tree with garbage moves? I think some of this is not supposed to happen, but i have just the right combination of poor evaluation function and naively ordered and cheap move generation that i'm in a local minimum here.
2 daysFix copyright notice in files, and small preemptive optimisationtslil clingman
Eventually there'll be a more complicated data generation step than the one we're presently using, so having it in-lined in the loop is wasteful. Ideally also this would be update per ply and we could avoid recalculating it entirely for every query -- though it's probably ``fast enough'' for now. Also, caching is WIP.
2 daysRename ct_k -> ct, IANAL but ...tslil
2 daysJust some #weightgoals ;)tslil clingman
It turns out that while i was training on a 0/1 classification problem, i was using 2*eval - 1. Training using this function instead, and on bot-dominated game choices (chosen_player in extract.sh) seems to have given a better evaluation function. At the least, Morten's swindle doesn't work anymore.
2 daysAdded license information!tslil clingman
2 daysThere is still a bug, it doesn't appear to be checking enoughtslil clingman
2 daysStill tryingtslil clingman
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2 daysAttempting Zobrist hashingtslil clingman