[Computer-go] Semeais

Hideki Kato hideki_katoh at ybb.ne.jp
Fri Jan 14 19:00:13 PST 2011


The problems are not only ko fights but also include multiple semeais 
and discarding plays.

In the case of there are multiple semeais on the board, the 
simulations have to try to solve other semeai because the later can be 
bigger than the former.  Also, discarding stones is a very important 
technique for strong Go players.  Simmulations have to be able 
to play other possibilities even if the opponent tried to solve a 
semeai.

Hideki

Kahn Jonas: <alpine.DEB.1.10.1101141923200.17592 at phare.normalesup.org>:
>On Fri, 14 Jan 2011, terry mcintyre wrote:
>
>> Any solution must balance competing concerns. What happens during a ko
>> fight? Threats and counterthreats and sacrifices may disturb all neat
>> solutions.
>
>I thought that up to now ko was just ignored during playouts (except
>for strict legality). Given the level at which they are played during
>this phase, I would not expect ko to change that much. I might be wrong,
>of course.
>And if you mean ko in the semeai, then I guess the automaton should just
>win the ko without answering the threat. OK, there might be a problem if
>there are two semeais on the board. Now if we must arrive to this corner
>case (two semeais, one with ko) to really have problems, this would
>already be huge progress.
>Moreover, even that could be solved by the correction I had made
>earlier, that is that semeai should also be calculated for the losing
>side, in case it wins it with ko. I thought this could not happen in the
>playouts but only in the tree, but I was wrong, obviously.
>
>Naturally, these automata might get very complicated, so it's probably
>not a silver bullet, once again...
>
>Jonas
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-- 
Hideki Kato <mailto:hideki_katoh at ybb.ne.jp>



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