[Computer-go] Semeais
Kahn Jonas
jonas.kahn at math.u-psud.fr
Fri Jan 14 09:35:25 PST 2011
On Fri, 14 Jan 2011, terry mcintyre wrote:
> 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.
I think that was the most common idea. At least that's how I understand
Olivier's ideas, and my vague suggestion also fits that description.
I am copying the suggestion back here to add a remark.
>> We may make a local tree (moves only in the zone or that take away a
>> liberty of one of the groups), first without tenukis, and see who wins.
>> We may then add tenukis for the winning side.
(Tenukis mean pass move since it's a local tree.)
>> During playouts, (we may use that during playouts rather than at the
>> beginning), when a move is played in the area, the winning side has to
>> follow the tree along a winning line.
In fact, we also need to make the tree for when the other side is
winning: taking ko into account during playouts is out-of-reach today,
but by the time we leave the MCTS tree to enter the playout, there may
have been a move added for free in the local area (ko in the tree). And
then the other side is the winner for this playout.
Jonas
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