[Computer-go] Semeais
terry mcintyre
terrymcintyre at yahoo.com
Fri Jan 14 09:49:46 PST 2011
Imagine that the output of an analyzer were a small program snippet which dealt
with all the various aspects of the semeai.
It would not only suggest the correct response for any move which altered the
status of the semeai, but would deal correctly with move n+1, n+2, ...
Call it an "autonomous agent."
Terry McIntyre <terrymcintyre at yahoo.com>
Unix/Linux Systems Administration
Taking time to do it right saves having to do it twice.
________________________________
From: Stefan Kaitschick <Stefan.Kaitschick at Hamburg.de>
To: computer-go at dvandva.org
Sent: Fri, January 14, 2011 12:31:18 PM
Subject: Re: [Computer-go] Semeais
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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