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From: <sar...@o2...> - 2016-12-16 22:55:55
|
Welcome tos...@li...ur I saw your website recently and I'm interested in applying for a job. Please see my attached CV. Good Evening |
From: Jane H. <jan...@ym...> - 2016-09-12 14:57:32
|
How are you doing? I visited your website today.. I'm currently looking for work either full time or as a intern to get experience in the job fiield. Please look over my Resume and let me know what you think. I password protected my document to prevent identity theft. Password is 123456 Cordially, -- Jane Hounsell |
From: Lukasz S. <luk...@gm...> - 2016-08-15 13:49:51
|
Hi Perhaps this might be of interest to some of you: Wolfram needs Toss developers. ---------- Forwarded message ---------- From: Leonardo Laguna <mo...@gm...> Date: Mon, Aug 15, 2016 at 12:42 PM Subject: [Caml-list] [JOB] Job opportunity for OCaml programmer To: cam...@in... Hi, we are looking for a new member for my team. The job is developing the SystemModeler (www.wolfram.com/system-modeler) Modelica's compiler which is written in OCaml. Here's the full announce if you are interested: http://www.wolfram.com/company/careers/opportunities/#op-127441-software-engineer-systemmodeler Leonardo |
From: Kevin G. <gxv...@th...> - 2016-08-05 14:04:27
|
How's your day? I visited your website today.. I'm currently looking for work either part time or as a intern to get experience in the field. Please look over my CV and let me know what you think. Sincerely, -- Kevin Gohman |
From: Rosalba L. <ros...@ra...> - 2016-03-14 14:38:53
|
This email is being sent in order to inform you that a new invoice has been generated for your account. Please see the attached file. Thank you. Rosalba Lukacs |
From: Renita P. <ren...@ra...> - 2016-03-09 03:07:14
|
Hi I was visting your website on 3/8/2016 and I'm very interested. I'm currently looking for work either full time or as a intern to get experience in the field. Please review my CV and let me know what you think. Respectfully yours, -- Renita Patz |
From: David Wu <lig...@gm...> - 2016-01-11 14:50:10
|
Quick bug report: If you capture all of the opponent's pieces in Breakthrough at tplay.org, the page displays "Tie" rather than saying that you win. However, the rules of the game state that "If all the pieces of a player are captured, that player loses." |
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From: Lukasz K. <luk...@gm...> - 2015-01-25 01:46:31
|
Hi Dmitriy. > thanks for your quick reply and the fix! > [...] > Thanks, I will come back if I find more :-) My pleasure - keep in touch :). Best regards, Lukasz |
From: Dmitriy T. <tr...@in...> - 2015-01-19 23:01:53
|
Dear Lukasz, thanks for your quick reply and the fix! On 19.01.2015 06:06, Lukasz Kaiser wrote: > Dear Dmitriy, > > first of all, thanks for your email! Before we get to your question, > let me give you a little background on the code you're asking about. > It is a bit of a side-project of Toss and it was written together with > an MSO-checking paper (you probably know that, as it seems you're > doing a PhD in logic as well). Yes, I've learned about your interesting CSL'10 paper recently. Unfortunately much later than I should have. > I still hope the code is correct, but > it has not been touched in a few years. Moreover, we are all working > in the industry now. So - while I'll try to do my best and help you > with everything - please take into account that we are not working on > anything related any more and forgive me if it takes a few days to > answer. I understand. Thanks all the more for looking into it, given the situation. >> Now I have added a following test: >> >> test_check "all a0, |A0, |A1 ( ( ex a1 ( a1 = a0 and |A0(a1) ) ) <-> >> |A0(a0) )" "omega" omega true; >> >> It fails with: [...] >> >> Have I got the syntax wrong or is this a bug in the Solver? > You are definitively right - it was a bug in the solver. But it seems > to me to be a quite trivial one - the whole solving procedure operates > under the assumption that variables are properly named. I added a > check in a most recent commit. It solves the problem above, but - as I > said - there might be some problems left. Hopefully not too many! > > Please, grab the latest commit and check again. I hope this old code > can still be of any use for anything - let us know if we can help :). Thanks, I will come back if I find more :-) Best wishes, Dmitriy |
From: Lukasz K. <luk...@gm...> - 2015-01-19 05:06:58
|
Dear Dmitriy, first of all, thanks for your email! Before we get to your question, let me give you a little background on the code you're asking about. It is a bit of a side-project of Toss and it was written together with an MSO-checking paper (you probably know that, as it seems you're doing a PhD in logic as well). I still hope the code is correct, but it has not been touched in a few years. Moreover, we are all working in the industry now. So - while I'll try to do my best and help you with everything - please take into account that we are not working on anything related any more and forgive me if it takes a few days to answer. > Now I have added a following test: > > test_check "all a0, |A0, |A1 ( ( ex a1 ( a1 = a0 and |A0(a1) ) ) <-> > |A0(a0) )" "omega" omega true; > > It fails with: [...] > > Have I got the syntax wrong or is this a bug in the Solver? You are definitively right - it was a bug in the solver. But it seems to me to be a quite trivial one - the whole solving procedure operates under the assumption that variables are properly named. I added a check in a most recent commit. It solves the problem above, but - as I said - there might be some problems left. Hopefully not too many! Please, grab the latest commit and check again. I hope this old code can still be of any use for anything - let us know if we can help :). Best regards, Lukasz Kaiser |
From: Dmitriy T. <tr...@in...> - 2015-01-14 17:14:01
|
Dear Toss-developers, referring to SVN r1932. I am experimenting with Toss as a decision procedure for MSO on finite words. Currently, to check formulas I hijack your unit test infrastructure. In particular, I enter my formulas in Solver/ClassTest.ml using the predefined structure omega. The is surely a more high-level way to do this (but I haven't had the time to find it; please point me there if it is easy). Now I have added a following test: test_check "all a0, |A0, |A1 ( ( ex a1 ( a1 = a0 and |A0(a1) ) ) <-> |A0(a0) )" "omega" omega true; It fails with: > OUnit: Check (argument: all a0, |A0, |A1 > ((not ex a1 (a1 = a0 and |A0(a1)) and not |A0(a0)) or > (ex a1 (a1 = a0 and |A0(a1)) and |A0(a0))) on omega) > expected: > true > but got: > false The formula should however be true, if I interpret the input syntax correctly. Below I give the example in MONA's syntax (and indeed MONA says "valid" here). var1 a0; var2 A0, A1; (ex1 a1: a1 = a0 & a1 in A0) <=> a0 in A0; Have I got the syntax wrong or is this a bug in the Solver? Thanks & best wishes, Dmitriy |
From: Lukasz S. <luk...@gm...> - 2014-03-10 13:13:44
|
On Mon, Mar 10, 2014 at 1:23 AM, Lukasz Kaiser <luk...@gm...>wrote: > > That sounds very interesting :). We tried a bit with our own NLP, as > the other Lukasz already wrote you, it is all in Term. If I were to do > that again now, I think I'd not try to do parsing myself but use an > existing parser (probably zpar, see zpar on sourceforge), and work > forward from the resulting constituency trees. But that's just my > opinion, maybe the other Lukasz does not agree ;). > I totally agree, as an approach to consuming unrestricted natural language. I held that opinion even before starting the work underlying http://toss.sourceforge.net/term.html (to tie loose ends of ideas we explored before). However, if you are thinking about doing a controlled English style game, with the vocabulary and grammar built from the ground up, it might still be a good framework and parser to try. If "Term" was better integrated with Toss as a whole, it would certainly be appealing in that spirit. But especially as it's not so tightly integrated, I do support starting from scratch on a subsystem that interfaces with the output of a broad-coverage grammar/parser. Cheers. |
From: Lukasz K. <luk...@gm...> - 2014-03-10 00:24:45
|
Hi Patrick. Let's start with the technical problems. > I managed to compile TOSS on Tiny Core Linux, but how can I compile changed > toss example files in such a way that the browser interface will be adapted > to the new file, and the TOSS AI will have created tactics for my modified > toss file such that I can test the AI. Is it described in the reference pdf? The first thing I do when creating a new .toss file is like this ./TossServer -f examples/Connect4.toss -play 1 where of course you replace "examples/Connect4.toss" with your file. This starts a computer-vs-computer self-play with 1s per move limit. There is no bash-interface for human-vs-computer playing. It would be very easy to do (we might get to it if you insist), but it'd probably be quite annoying: ascii display only goes so far, and typing an exact move rule each time gets annoying very fast. That's why we focused on a web interface. To start the web interface, you must have both TossServer and Client/JsHandler.js compiled - the standard "make" compiles them both, but make sure they're there. Then you just start the server ./TossServer -p 1234 and go in your browser to localhost:1234. That should (by default) show a local copy of tplay. Now - to get your game there, you must do a few things. The first thing to remember is that we designed the web stuff to work offline too - so all games are pre-compiled to javascript. In the Makefile, this is done by the rules that put TOSSEXFILES (examples/*.toss) into Resources ml, which then get compiled into javascript. No need to change anything there, just put your .toss file under examples/ and do "make clean; make" to re-compile. Then, you must go inside Client/JsHandler ml and look at the gSel_predef_games record - that's how game names are associated with toss files. So just add a line there for your file and your game name. And that's it for the basics: if you re-start the server and open localhost:1234/?game=YourGame, you should get a basic UI for your game. Now - making this UI really usable might require a bit more work, but I hope this can at least help you get started :). (If you see strange JS bugs in your browser, it might be because you are not using the right version of ocaml-to-javascript compiler. OPAM should give you the right one, but if you see problems, just let us know.) > I'm impressed especially by the ideas related to the AI of this project, > especially how it learns to play arbitrary board games. I'm interested in > developing some sort of NLP interface (or some sort of NLP board game at the > beginning ) for TOSS based on the learning techniques this AI uses for board > games and contribute it to this project. > I think that the learning technique TOSS uses could also be a breakthrough > in natural language processing of simple sentences. That sounds very interesting :). We tried a bit with our own NLP, as the other Lukasz already wrote you, it is all in Term. If I were to do that again now, I think I'd not try to do parsing myself but use an existing parser (probably zpar, see zpar on sourceforge), and work forward from the resulting constituency trees. But that's just my opinion, maybe the other Lukasz does not agree ;). > Another question: Is it possible to hide game knowledge from the AI? If not, > no big deal, since I can model unknown knowledge by the "movements" of other players. Do you mean hiding from the player in general, or just making the AI weaker? To make the AI stupid, you can just give it little time, it moves at random then. Full support for games with imperfect information was high on our list for some time, but I'm afraid it never got done. My best and keep in touch if you need any help! Lukasz Kaiser |
From: Lukasz S. <luk...@gm...> - 2014-03-09 19:58:18
|
Hello Patrick, Thank you for your enthusiasm! You may have a look at our subsystem for richer language processing: http://toss.sourceforge.net/term.html Let us know if you like it. If you do, I will likely document it, and write a tutorial. If you start learning it, we can discuss the details on the mailing list. The learning aspect of game playing is not that well developed yet. We had plans to implement weight learning for "board" features but haven't got time to work on it. I leave the webclient and Toss server issues to the other email. Regards. |
From: Patrick H. <pat...@ho...> - 2014-03-09 19:39:54
|
I've created a toss file, but where in the documentation is described how to run it or play it against the AI? I didn't find any documentation of how to play self-created .toss files yet. Did I oversee something? And the web interface points to tplay.org, hm very strange. |
From: Patrick H. <pat...@ho...> - 2014-03-08 16:35:26
|
Dear TOSS devs! I'm impressed especially by the ideas related to the AI of this project, especially how it learns to play arbitrary board games. I'm interested in developing some sort of NLP interface (or some sort of NLP board game at the beginning ) for TOSS based on the learning techniques this AI uses for board games and contribute it to this project. I think that the learning technique TOSS uses could also be a breakthrough in natural language processing of simple sentences. I managed to compile TOSS on Tiny Core Linux, but how can I compile changed toss example files in such a way that the browser interface will be adapted to the new file, and the TOSS AI will have created tactics for my modified toss file such that I can test the AI. Is it described in the reference pdf? I will read it the next days. Another question: Is it possible to hide game knowledge from the AI? If not, no big deal, since I can model unknown knowledge by the "movements" of other players. And can you add me to the mailing list please? Best regards, Patrick Hammer |
From: Lukasz K. <luk...@gm...> - 2013-11-10 07:52:05
|
> There are two areas that I consider thought out (well specified) but > unfinished: [...] > But we don't seem to have time to work on them. So I am OK with a release. Thanks :). I think we are ok for a release for now, and of course we will continue to work and try to cover these things in future releases. Lukasz |
From: Lukasz S. <luk...@gm...> - 2013-11-10 07:38:03
|
On Sun, Nov 10, 2013 at 7:18 AM, Lukasz Kaiser <luk...@gm...>wrote: > Hi guys. > > I think that we waited too long with the last release, > and to prevent that from happening again, I'm considering > to make a release soon. And also I think we could call it 1.0, > as we've been quite stable for some time on the games side. > But I'd like to hear from you before I do it, esp. if you disagree! > > My best :). > > There are two areas that I consider thought out (well specified) but unfinished: (1) Refining heuristic generation to work well with more complex cases like 8-puzzle. (2) The "2D vision" stuff. But we don't seem to have time to work on them. So I am OK with a release. Thanks :-) Regards! |
From: Lukasz K. <luk...@gm...> - 2013-11-10 06:19:11
|
Hi guys. I think that we waited too long with the last release, and to prevent that from happening again, I'm considering to make a release soon. And also I think we could call it 1.0, as we've been quite stable for some time on the games side. But I'd like to hear from you before I do it, esp. if you disagree! My best :). Lukasz |
From: Lukasz K. <luk...@gm...> - 2013-10-07 02:08:46
|
Hi. > I've missed the start of the course: > https://www.coursera.org/course/ggp > I may enlist Toss as a player in the course, but I probably > won't do my best toward Toss winning... I'm sure it is not too late to make up for stuff in the course :). As for Toss, there is one thing I'm recently interested in. I added a way to generate QBF formulas saying "player 1 can win in N steps" for "easy" games (2 locations only for now, and ?P not allowed in rules). This works quite ok e.g. for Connect-4. And in SatSolver ml we now have an interface to depqbf, a very good qbf solver. So e.g. for Connect4 it can check quite efficiently whether player 1 wins in a few steps (solving the whole game, i.e. 7*6 steps, is more difficult of course). But it seems that knowing "I can win in 4 steps" should be good for a player - esp. if we could combine it with a heuristic in case of not-yet-winning. And this should be quite easy in Toss now. So if you ever get to making a player again, you can consider adding such a check :). My best! Lukasz |
From: Lukasz S. <luk...@gm...> - 2013-10-06 14:34:24
|
Hi, I've missed the start of the course: https://www.coursera.org/course/ggp by Michael Genesereth (lectures), Michael Thielscher (help) and Sam Schreiber (programming). Here is the textbook for the course: http://arrogant.stanford.edu/ggp/chapters/cover.html I may enlist Toss as a player in the course, but I probably won't do my best toward Toss winning... Regards. |
From: Lukasz K. <luk...@gm...> - 2013-06-08 21:34:36
|
Hi. I just commited a first version of TossServer that allows to generate QBF formulas that are equivalent to the existence of a winning strategy in at most n moves. For example ./TossServer -f examples/Tic-Tac-Toe.toss -qbf 9 generates a formula saying "player 0 wins in at most 9 moves". The generated file is in qdimacs format, so it can be piped into any standard QBF solver. For example one can use depqbf http://lonsing.github.io/depqbf/ and, predictably, issuing the following command ./TossServer -f examples/Tic-Tac-Toe.toss -qbf 9 | ./depqbf results in "UNSAT" (in under 2s). To check whether the other player (player1) can win in a given number of moves use -N, e.g. ./TossServer -f examples/Tic-Tac-Toe.toss -qbf -9 | ./depqbf which also reports UNSAT in this case (as it is a tie). For now, the qbf generation work only for a limited class of games. The game must be 2-player, strictly alternating - so only 2 locations, player0 moving only in the first one, player1 only in the second one. Moreover, the use of _new, _del, and _opt in rules is not yet supported (so no +,-,? in the structure syntax in rules for now), and payoffs must be written either as :(phi) or as :(phi1) - :(phi2), because for now "wins" means "gets payoff >0" and this condition must translate into a formula. Additionally, all fluents in rules must have arity 1 for now. Even with these limitations, there are quite a few games for which this works quite well. In particular, all ConnectX variants work, and one can also translate Pawns (Pawn-Whopping) but *without en passant* (as it uses _old in the rule) and with re-written payoffs to make clear who can and who cannot move at the end. The translation get slow for bigger board sizes and many moves, but it is not a limiting factor for now. Of course actually solving the generated file is another question. A few first checks seem to indicate that depqbf is one of the best solvers on this class of instances. It can solve Connect4 on a 4x4 board (16 moves) in around two minutes, and 2x8 pawns (8 moves suffice for black) in more or less a similar time. Bigger boards with more moves are harder of course, but this could still be an interesting way to check for winning in endgames. Moreover, it is trivial to adapt the formula to questions like "is there some placement of pawns such that black wins in 2 moves from here" or things like that. And there is absolutely no symmetry breaking for now - other works indicate that breaking symmetry could help QBF solvers a lot. Best! Lukasz |
From: Lukasz S. <luk...@gm...> - 2013-05-24 15:13:24
|
Now with "cut optimization". I'm still unsure if it cuts "all there was to cut". Again only marginal improvement and even some overhead. :-( TrG:0:TranslateGameExtra:0:connect5... tested connect5 in 1.715772 seconds ok TrG:0:TranslateGameExtra:1:connect4... tested connect4 in 1.254531 seconds ok TrG:0:TranslateGameExtra:2:pawn_whopping... tested pawn_whopping in 3.184812 seconds ok TrG:0:TranslateGameExtra:3:breakthrough... tested breakthrough in 27.095218 seconds ok TrG:0:TranslateGameExtra:4:pacman3p... FAIL TrG:0:TranslateGameExtra:5:chinesecheckers3... tested chinesecheckers3 in 274.368936 seconds ok TrG:0:TranslateGameExtra:6:asteroids-scrambled... tested asteroids-scrambled in 22.944988 seconds ok On Thu, May 23, 2013 at 11:38 PM, Lukasz Stafiniak <luk...@gm...>wrote: > I've implemented path indexing but it helps only slightly, at best by 1/3 > and generally below 1/10 speedup. > > TrG:0:TranslateGameExtra:0:connect5... tested connect5 in 1.787425 seconds > ok > TrG:0:TranslateGameExtra:1:connect4... tested connect4 in 1.272966 seconds > ok > TrG:0:TranslateGameExtra:2:pawn_whopping... tested pawn_whopping in > 3.238722 seconds > ok > TrG:0:TranslateGameExtra:3:breakthrough... tested breakthrough in > 30.075195 seconds > ok > TrG:0:TranslateGameExtra:4:pacman3p... FAIL > TrG:0:TranslateGameExtra:5:chinesecheckers3... tested chinesecheckers3 in > 271.586825 seconds > ok > TrG:0:TranslateGameExtra:6:asteroids-scrambled... tested > asteroids-scrambled in 24.478126 seconds > ok > > > > On Sun, May 19, 2013 at 9:22 PM, Lukasz Stafiniak <luk...@gm...>wrote: > >> Hi, >> >> We now have optimized clause reordering, and memoization (i.e. cache) in >> Prolog interpreter (no optimizations yet in the saturation-absed engine). >> Unfortunately, both techniques sometimes make things worse rather than >> better, but in no case so far prohibitively worse. Even more unfortunately, >> memoization does not help enough in case of "amazons.gdl". >> >> Cheers. >> > > |
From: Lukasz S. <luk...@gm...> - 2013-05-23 21:38:38
|
I've implemented path indexing but it helps only slightly, at best by 1/3 and generally below 1/10 speedup. TrG:0:TranslateGameExtra:0:connect5... tested connect5 in 1.787425 seconds ok TrG:0:TranslateGameExtra:1:connect4... tested connect4 in 1.272966 seconds ok TrG:0:TranslateGameExtra:2:pawn_whopping... tested pawn_whopping in 3.238722 seconds ok TrG:0:TranslateGameExtra:3:breakthrough... tested breakthrough in 30.075195 seconds ok TrG:0:TranslateGameExtra:4:pacman3p... FAIL TrG:0:TranslateGameExtra:5:chinesecheckers3... tested chinesecheckers3 in 271.586825 seconds ok TrG:0:TranslateGameExtra:6:asteroids-scrambled... tested asteroids-scrambled in 24.478126 seconds ok On Sun, May 19, 2013 at 9:22 PM, Lukasz Stafiniak <luk...@gm...>wrote: > Hi, > > We now have optimized clause reordering, and memoization (i.e. cache) in > Prolog interpreter (no optimizations yet in the saturation-absed engine). > Unfortunately, both techniques sometimes make things worse rather than > better, but in no case so far prohibitively worse. Even more unfortunately, > memoization does not help enough in case of "amazons.gdl". > > Cheers. > |