how ply, sims, and branch impact the time to solution? #9
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so i have been running BMAI on the ButtonWeavers site. I am having it run on an old spare laptop using these settings for each run:
i am going into if those above settings produced these results:
how much longer do you think it will take if i run the same command but with the following settings:
which are the default settings for sims and maxbranch. im wondering how in fact the sim and branching impact the overall runtime. and maybe that depends more on the size and attack options of the dice in play. any thoughts? |
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Replies: 2 comments
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ok i understand that the time to solution depends greatly on hardware, current cpu load, and many other factors. so the questions should really be about number of simulations and moves per simulation i think. for some data gathering i am going to use these commands to start
ply 1
ply 2
ply 3
ply 4
ply 5
(yes i let the ply 5 run for nearly 5 hours) |
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It's been a while, but I will try to recall how it worked. Key notes:
Example: (again, I may be remembering incorrectly)
You can see that if you have a wide range of moves, you're not going to be able to spend much time on each one. This is certainly not great for high variance scenarios (e.g. a d20). In the following example, it will run 5 sims per move.
On the other end, if you have a narrow range of moves, then you will spend a lot of time on each one:
COST
With ply2:
Generally speaking, the number of valid moves should decrease with each step forward in the game state. ASIDE: |
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It's been a while, but I will try to recall how it worked. Key notes:
increasing "ply" will be exponential, since BMAI will evaluate an entire additional level of actions/states (think minmax algorithm).
the cost to evaluate a single state varies depending on the number of moves. Some game states may just have 2 valid moves, and some may have many more. For example, if I've reading the output correctly, there are 14 valid moves from the initial state.
as noted in earlier summary, BMAI will either simulate out the result of an action, or will expand and search the resulting game states (meaning ply +1)
the purpose of min/max_sims I believe is the minimum/maximum simulations to run …