[Computer-go] Combinatorics of Go
Robert Jasiek
jasiek at snafu.de
Sun Jan 2 22:57:25 PST 2011
On 02.01.2011 22:04, Erik van der Werf wrote:
> to 'not return a result' you don't need the history.
How? A cycle is a presupposition for the result No Result (or long cycle
tie). (Of course, hashing by numbers of stones on the board or Cycle
Law's prisoner difference etc. may often be sufficient, but if it is
not, then determining a cycle by referring to history is necessary.)
> When optimal play leads to a cycle
a) necessarily
b) optionally
> then any state in that cycle should lead to an equivalent cycle.
I am not sure exactly what you mean by this. Do you want to say that,
given the game's move-sequence so far, its last moves, if they are about
to be in cycles, then necessarily they are in the same cycle? You still
need to establish the fact whether they are in a cycle.
> Superko rules, always returning a result, just need more because they
> break more.
How do they break more? They break less by not creating any repetition:)
Maybe you want to say: They have to detect the first repetition before
it is executed.
Ok, let us assume that under Japanese style rules the programs just
recycle a bit, using the same or different cycles, until trying to apply
the long cycle rule. They still need to detect that they have been
playing some cycle at all. See above: You need the history because
hashing does not guarantee detection. So, you or Olivier tell me why not
having to use history! Are you having some insight I overlook?
(In CG practice, the history can be ignored as a first approach - under
superko or Japanese style ko rules. To be sure though, history is needed.)
Do we need to do the maths? Your conjecture seems to be: "Under Japanese
style ko rules, the history is never needed to apply the No Result /
long cycle tie rule." I claim the opposite (might be needed).
--
robert jasiek
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