[Computer-go] Semeais
fastgo
fastgo at gmail.com
Fri Jan 14 11:18:33 PST 2011
In my own experience in StoneGrid, in the playout phase, when it encountered
a ko, it knows it cannot immediately take it. It then put it into a stack.
And plays elsewhere. When the other side plays, it either answer last move,
or connect the ko. And if it answered the last move, then the other side can
take it back. It goes back and forth for quite a while before it settles. It
is a little bit more complicate in the detail. But that's the overall
approach.
It can get the test case right in mostly for 50K simulations. But still
sometimes it picks the wrong one.
On Fri, Jan 14, 2011 at 2:10 PM, Kahn Jonas <jonas.kahn at math.u-psud.fr>wrote:
> On Fri, 14 Jan 2011, fastgo wrote:
>
> KO cannot really be ignored during playouts. There are some close end
>> games dependent upon proper handling of KO.
>>
>> I think in the playout phase it needs to remember to take the ko back
>> after the opponent make a non-threat move.
>>
>> One example was given in the following post.
>>
>> http://www.mail-archive.com/computer-go@computer-go.org/msg12293.html
>>
>
> Yes, a nice example.
> Now, my statement was rather of fact: does any current programm "treat"
> ko during playouts?
> By the way, in the example you have given, what exactly did the
> programms that found j3? Find the right moves in the tree and push the
> ko to the playouts, or solve the critical part within the tree, or yet
> something else?
>
>
> Jonas
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