[Computer-go] Semeais

Stefan Kaitschick Stefan.Kaitschick at Hamburg.de
Fri Jan 14 09:31:18 PST 2011


Move-response information fits perfectly into the mc flow. But it 
doesn't fully reflect the logic of a semeai with libs, shared libs, lib 
extensions, approach moves, and eyes of various sizes. So it can only be 
of limited value.
Incremental updating of information sounds like a idea good though. That 
might even eliminate or atleast reduce the need for top-level analysis.
In any case, just improving the playouts won't be good enough. Semeai 
information must be available in the tree to reduce useless permutations.

Stefan

> It is expensive to solve semeai during every playout, but what if 
> semeai solutions were done once per game move (or even less 
> frequently), and the information obtained were then amortized over 
> many playouts?
>
> The top-level analysis would solve the semeai, and create a 
> self-updating set of move-response triggers. The tricky bit is that 
> the indicated behavior must correctly adapt to all possible moves 
> during a complete playout, in a manner which does not interfere with 
> other simultaneous playouts.
> Terry McIntyre <terrymcintyre at yahoo.com>




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