[Computer-go] Lines of code

steve uurtamo uurtamo at gmail.com
Sun Jan 8 20:14:05 PST 2012


awesome. :)

s.

On Sun, Jan 8, 2012 at 8:12 PM, David Fotland <fotland at smart-games.com> wrote:
> For Many Faces, all engine code is c, and line counts are from wc (includes
> blank lines and comments for .c and .h files)
>
>
>
> today:
>
> The uct/playout code is 10K lines.
>
> The old go engine is 55K lines.  Some of the is code is not used by the
> strongest level, but the weaker levels still use the old alpha-beta
> searcher.
>
> There are about 2500 playout pattern gamma constants,  about 62K joseki
> patterns, and about 2K old program patterns (with 51K move-value pairs).
>
>
>
> version 10, in 1997, had 42K lines of code
>
> in 2001 the old engine had 53K lines of code
>
> version 11, in 2002, had 52K lines of code
>
>
>
> The original version 12, 10/2008, had 5.2K lines in the uct/playout code.
> This was the first release that used MCTS.
>
>
>
> I don’t have any on-line source older than version 10, and the older backups
> are on floppies, so I can’t read them any more J  I don’t think I even have
> backups any more for any code before 1990.
>
>
>
> Everything from version 10 forward is in Git, so I could in theory see how
> many lines are unchanged since 1997.
>
>
>
> David
>
>
>
>
>
> From: computer-go-bounces at dvandva.org
> [mailto:computer-go-bounces at dvandva.org] On Behalf Of Michael Williams
> Sent: Sunday, January 08, 2012 12:14 PM
> To: computer-go at dvandva.org
> Subject: [Computer-go] Lines of code
>
>
>
> Has there been any studies into the number of lines of code in the top
> chess/go programs over time?  Another measure would be bytes of executable
> or bytes of executable+data.  Obviously the latter grows in chess with
> endgame databases, so maybe that's less interesting.
>
>
>
>
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