[Computer-go] Semeais
terry mcintyre
terrymcintyre at yahoo.com
Fri Jan 14 10:05:12 PST 2011
>From: David Fotland <fotland at smart-games.com>
>Many Faces does something like this, and it does not work well. Many Faces
>includes a static semeai solver with local search, and this is applied in
>the tree.
>The problem comes when the tree finds the semeai, and the correct move is
>made in the tree to resolve the semeai. At the exit from the tree, any
>semeai on the board has been resolved (in that one side will win by
>typically one move). The tree won't waste extra moves in the semeai, so at
>tree exit, the winning side is one move ahead.
>Then the playout has no clue about the semeai, and lets the losing side win
> perhaps 40% of the time.
>Semeai knowledge is required in the playout. The tree must leave resolved
>semeai positions on the board which the playouts can't understand,
>introducing a large bias.
Can this top-level knowledge be converted into a state machine which would be
used efficiently by the playouts?
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