[Top][All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: [Bug-gnubg] Re: Different rollouts are good

From: Jim Segrave
Subject: Re: [Bug-gnubg] Re: Different rollouts are good
Date: Mon, 30 Sep 2002 11:05:17 +0200
User-agent: Mutt/1.4i

On Mon 30 Sep 2002 (10:09 +0200), ?ystein O Johansen wrote:
> Hello list!
> I'm forwarding this messages from the GammOnLine bulletin board. It is
> basically a suggestion for rollouts from Kit Woolsey. I got his permission
> to forward these messages.
> I think we need some discussion about this. How do we want this, how to
> make it available from the user interface, is it at all possible, etc.

I'm willing to try to code this. It would help if anyone has a brief
overview of how the rollout code actually executes. 
I would assume we simply add second pane to the Rollout settings
window with:

Title: Evaluation for later plays


  A toggle to turn the whole pane on/off
Change evaluation for later plays [x]

  A numeric selector for when they become active:
Change evaluation after play [   ]

Replicate the Evaluation portion of the current rollout window
(predefined, user defined, search space, reduced 2 ply, cubeful

Add commands to replicate the set of rollout commands - 

set late-rollout enable off/on
set late-rollout start  5       # switch to late-rollout settings on
                                # move 5
set late-rollout cubeful on     # settings for late-rollout,
                                # co-responding to current commands

I actually wonder if setting noise on rollouts either for the first or
later plays actually has any sense?

I'm assuming (I haven't started looking at the code yet), that there
is a top level routine which directs the individual games rolled out
and that during play, the evaluation settings are passed as a pointer
to a struct (much the same way that say tutor mode uses a pointer to
either the evaluation of analysis structs). In which case, the inner
loop which does the plays within a rollout has to set the evaluation
pointer based on how many plays into the game it is.

This of course is an initial guess as to how rollouts are implemented,
not confused by any facts or reality. But I think something like this
should be easy to do, assuming that my guess as to how rollouts work
internally is anywhere close to reality.

Jim Segrave           address@hidden

reply via email to

[Prev in Thread] Current Thread [Next in Thread]