> -----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







_



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