I'm trying to understand what you are saying.

If a point is illegal for black, are you saying that black can never
play at that point, or are you saying white can never play there?   Or
are you saying neither side can?
Yep currently neither side can anymore use that point.

What is the reason for this?   I'm not sure I understand what you are
saying.
Reason is that I have empty point array, it is fast to choose played points from that array.
Points which are consireded illegal or bad are thrown away.

Once I tried something I hoped would speed up play-outs a lot without
hurting the quality.   I  considered all "large" captured points as out
of play.    For instance if white captures a 10 stone group,  it becomes
permanently owned by white and neither side can move there again.    The
assumption is that if you capture a large group,  you will  more than
likely be able to hold that space down.    I tried a few variations of
this, but these things only hurt the program.
I add empty points from killed groups to back that empty points array;
sound like that is not mandatory either. I know if I don't add points from killed groups back for empty stone array that is about 20% speedup.

I agree if group is big, other hand if group is big, game is usually over so maybe should stop playout for that, wonder if that only hurts program..

I think with more
analysis you might be able to find shortcuts - one example is the mercy
rule which leans on certain assumptions.
mercy rule?

t. Harri




- Don



Harri Salakoski wrote:
Hmm, sorry if this is old subject but does it effect much for playout
quality if I cut playouts for example max 110 moves in 9*9 board?
Yes, that will significantly hurt your play-outs.    Do you throw away
the results or score it as is?

I have a very liberal cutoff on my program - from any position I play to
move 81*4 in 9x9  as long as I have played at least 20 moves.
Aha, sounds fair. I asked that when I noticed that my impl have
constant 110 moves preventing max playouts. After investigated that
more that particular case NaruGo project ArrayBoard it really seems
not to matter, because current implementation throws away empty points
after point is investigated to be illegal only for other player. That
I think should be corrected after it is figure out how should that be
done. Other hand playouts "non-naturally" end more early than 110
moves regulary because empty points which are illegal for other are
thrown away(and removed from playable empty points array) and so on
change for that constant made no big effect. So thats situation no
clue should I fix that, it seems so painfull to fix as afraid which
slowdown it makes. But I am sure that atleast in end game
playouts(which start near end game) all moves should offcourse be
included, so I have think to use different playout code for playouts
starting near end or starting early positions. So I should be asking
is it bad for playouts throw away empty points if those are only
illegal for other player? I afraid to hear yes it is very bad for
playout quality :|

t. hArri
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