> -----Original Message----- > From: Jason House <[EMAIL PROTECTED]> > To: computer-go <computer-go@computer-go.org> > Sent: Fri, 14 Dec 2007 2:23 pm > Subject: Re: [computer-go] MC-UCT and tactical information
So, what tactical information should be calculated, how should it be used, and yes how should it be stored? > Looking only at moves, I see the following basic needs: > 1. Forced move pairs (peeps, miai) > 2. Equivalent move classes (semeai) > 3. Move sequences (joseki, fuseki, tactical L&D, endgame) > I've wondered previously about only storing #1 for use in sims, and using #3 > to replenish the supply > of forced exchanges as long sequences get played > out. > There's also higher level strategic stuff such as ensuring groups survive.? > Things that encode actions > instead of literal moves.? If actions include > establishing a connection, forming an eye, or getting two > eyes, they may be > able to be treated in a similar fashion to normal moves. OK. Let's consider using move sequences from life and death tests and applying them to the external nodes. A synopsis of the heavy playout rules from the first Mogo paper, from memory: 1. If the previous move put a friendly string in atari and there are any moves that would get it out of atari, pick one at random. 2. If there are any acceptable moves within a 3x3 neighborhood of the previous move that match a nice pattern, pick one at random. 3. If there are any moves that would capture an enemy string, pick one at random. 4. Make a random move. These rules handle a lot of forced move pairs, like peeps, but they are myopic. Maybe we should use the life and death tests at the root node to form a list of "moves that must be answered" together with some appropriate?answers. Then we could add a new playout rule #0. 0. If the previous move was a "move that must be answered," pick an answering move at random. (Probably, by definition, an answering move would have to be available.) - Dave Hillis _ ________________________________________________________________________ More new features than ever. Check out the new AIM(R) Mail ! - http://webmail.aim.com
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