Rémi Coulom wrote:

In Crazy Stone (maybe that is the case of MoGo, too), nakade is such a big problem because the program avoids playing self-atari in playouts. Crazy Stone will play the self-ataris anyway, but with a low probability, so they are played at the end of the playout only. In case there is a semeai around the nakade, this behaviour generates awful evaluation errors.

Don't you miscount all sekis as well? At the end of the game the self-atari is the last move left, you play it, and you lose.

The self-atari/seki/nakade isssue is for me one of the biggest pains
with playouts.

If you do not allow self-atari, sekis are OK, but you do not understand life & death in many simple situations.

If you allow self-atari, you misjudge sekis.

Misjudiging sekis seems to be preferable in terms of playing strength. I think one is alternately miscounting the seki for both sides in the playouts, so the effect is not so bad.

The biggest problem is with scoring games. Humans have problems if you cannot understand simple L&D situations or claim their stones in seki are dead.

The "solutions" I could come up with so far are:

a) Don't allow self-ataris until the game is passed out and you are lost. This can handle seki and nakade. The problem is that you are still miscounting, even though it shouldn't change the winner. Unfortunately, it seems to make the program weaker.

b) Do not play self-ataris for "big" groups. Maybe "big" should be determined experimentally. I would guess at 4. I think I remember Remi saying that Aya does this and it caused a loss at UEC Cup? Haven't tried it myself.

I would appreciate feedback from anyone who has struggled with the same problem. Particularly if you solved it :)

--
GCP
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