[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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