// Loop to do #1 above while (p != singletonSimplePass){ if (numMoves < keepMax) moves[numMoves] = p; workingCopy.play(c,p); c = c.enemyColor(); p = randomLegalMove(c, workingCopy, twister); numMoves++; }
Do you really stop the simulation after a single pass, ie. when one side has no more move to play but the other does? I believe that this would end many games before they are (really) over and that might lead to false results in the simulations. Christoph _______________________________________________ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/