Many Faces does not use null move, but does extensive caching of life and
death and other tactical results.

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of terry mcintyre
Sent: Tuesday, October 02, 2007 9:21 AM
To: computer-go
Subject: Re: [computer-go] IEEE Spectrum article by Deep Blue creator


----- Original Message ----

From: Don Dailey <[EMAIL PROTECTED]>


>I think [Hsu] is betting on null move proving - but I'm real skeptical that
> it will be effective in Computer Go.   It will indeed reduce the tree
> significantly, but this comes at a qualitative price that is not so bad
> in Chess but is a lot in Go.


Hsu also discusses the gains from caching life-and-death analysis of groups.
I suspect that
this will greatly reduce computational effort, once an efficient mechanism
is implemented.
Existing monte carlo programs cache information about playable/non playable
points; when
augmented with knowledge about life and death, search should more quickly
home in on crucial 
lines of play.

I've been playing against Mogo the last few weeks. It has a very interesting
style of play, and it 
often does quite well in tactical analysis, but sometimes it misses a key
move and fails to kill or
fails to preserve a large group - game over! A good life-and-death cache
would be a definite improvement.

Caching parts of trees works better in Go, since well-defined sections of
the board can sometimes be 
partitioned from the rest of the board. Where such partitions leak, analysis
is likely to be critical; 
for example, ladders and ladder breakers can extend across the board;
invasions often depend on 
cutting points halfway across the board. 


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