[Computer-go] Semeais

David Fotland fotland at smart-games.com
Fri Jan 14 18:55:32 PST 2011



From: computer-go-bounces at dvandva.org
[mailto:computer-go-bounces at dvandva.org] On Behalf Of terry mcintyre
Sent: Friday, January 14, 2011 10:05 AM
To: computer-go at dvandva.org
Subject: Re: [Computer-go] Semeais


>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?

I don’t know how to do this.  In general there are local tactics to read,
connections to evaluate, moves that change the status of eyes, etc, so
generating moves requires the full static evaluation, which is way too slow
to use in the playouts.

David






More information about the Computer-go mailing list