Sure, some long cycles have multi-stone captures.

Erik


On Thu, Oct 9, 2008 at 4:39 PM, Don Dailey <[EMAIL PROTECTED]> wrote:
> You might be right.   I have a liberal game length limit on my play-outs
> so I didn't notice this.
>
> Another game limiting rule could be something based on counting the
> number of consecutive 1 stone captures and terminating once this goes
> beyond some reasonable limit such as 10.    Would infinite games still
> be possible with this rule?
>
> - Don
>
>
>
> On Thu, 2008-10-09 at 10:25 -0400, Jason House wrote:
>> You are incorrect that the following heuristics in random games lead
>> to finite game length:
>> * no eye filling
>> * no suicide
>> * no simple ko violations
>>
>> Consider two eyeless chains with 3 ko's connecting them... Two taken
>> by black and it's white's move. Filling the one ko it has is suicide.
>> It must take a ko. On black's turn, it can't fill a ko due to suicide
>> and must take a ko. The cycle repeats infinitely.
>>
>> Yes, this is a real bug found in a real CGOS game... I opted for the
>> game length limit so my bot could remain online 24/7
>>
>> Sent from my iPhone
>>
>> On Oct 9, 2008, at 9:15 AM, Don Dailey <[EMAIL PROTECTED]> wrote:
>>
>> > Claus,
>> >
>> > I think you have summarized things better than I am going to,  but
>> > here
>> > goes anyway:
>> >
>> > If the play-outs are uniformly random and you have eye rule, it is
>> > guaranteed to terminate as long as you use simple ko.  It might even
>> > be
>> > guaranteed to terminate if you don't, I don't know.  Although it's
>> > guaranteed to terminate, it could be arbitrarily long (millions or
>> > billions of moves) but that is not a practical consideration.   The
>> > odds
>> > of it not terminating within a couple of hundred moves at 9x9 is
>> > probably extremely low as long as you have eye and simple KO and do
>> > not
>> > allow suicide.
>> >
>> > If it's not uniformly random, all bets are off.
>> >
>> > If you want to be paranoid, you can limit the number of moves but it's
>> > not necessary.   Something like number of empty points times some
>> > constant such as 2 or 3 might be good here.
>> >
>> > There are several eye rules used, but I believe the vast majority of
>> > us
>> > use the same one.   It is stated like this:
>> >
>> >   1. An empty point surrounded by friendly stones.
>> >   2. If edge,  no diagonal enemies allowed.
>> >   3. If NOT edge, only 1 diagonal enemy allowed.
>> >
>> > Some programs do these things in addition to simple ko, no suicide
>> > allowed and eye rule:
>> >
>> >  1.  Limit the number of moves. (not needed)
>> >  2.  Stop game if one side has many more stones than the other.
>> >  3.  Detect superko  (a waste of time)
>> >  4.  Let pass move be one of the random moves tried. (bad)
>> >
>> >
>> > You asked if people compared the eye rules.  This has been discussed
>> > on
>> > this group before and the short answer seems to be that it probably
>> > does
>> > not make too much of a difference if it's reasonably sound.   You
>> > might
>> > get different opinions on this.
>> >
>> > - Don
>> >
>> >
>> >
>> >
>> >
>> > On Thu, 2008-10-09 at 13:31 +0100, Claus Reinke wrote:
>> >> Hi again, with yet another question:-)
>> >>
>> >> Could someone please summarize the state-of-the art wrt the various
>> >> ways
>> >> of limiting random playouts, and the their consequences?
>> >>
>> >> There are several variations on the "don't fill your own
>> >> eyes" (dfyoe) approach,
>> >> but the way this approach is often described tends to confuse me
>> >> (eg, when
>> >> someone seems to claim that there is exactly one correct way of
>> >> implementing
>> >> this, or when someone seems to claim that this guarantees
>> >> termination, or when
>> >> the resulting biases are not even mentioned, let alone discussed or
>> >> compared
>> >> against biases in alternative implementations, etc.).
>> >>
>> >> I'll try to summarize my current understanding, in the hope that
>> >> others will
>> >> fill in the missing pieces or point out misunderstandings:
>> >>
>> >> - the only thing that guarantees termination of random playouts
>> >> (with or
>> >>    without dfyoe) is the positional superko rule: no whole-board
>> >> repetitions
>> >>    allowed. Waiting for this to kick in without taking other
>> >> measures is not
>> >>    an option: it takes too long and the results don't tell us much
>> >> about the
>> >>    value of the initial position.
>> >>
>> >> - dfyoe variations share some motivations:
>> >>    - reduce the likelihood of unnaturally long playouts (but not to
>> >> zero)
>> >>    - try to avoid disastrous endgame-situation mistakes that random
>> >> playouts
>> >>        are otherwise prone to make (and that eliminate the value of
>> >> playouts)
>> >>    - try to be simple (efficiently implementable), with low (but
>> >> non-zero)
>> >>        probability of introducing errors (filling in when not
>> >> filling in would be
>> >>        better, or vice versa)
>> >>    - aim to steer playouts to easily counted terminal positions
>> >> that bear a
>> >>        quantifiable relationship to the estimated value of the
>> >> initial position
>> >>        (perhaps a more suggestive name would be "random legal fill-
>> >> ins"?)
>> >>
>> >> - some variations of dfyoe have been reported (are there others?):
>> >>
>> >>    [Bruegmann; Monte Carlo Go] (Gobble):
>> >>        The computer only passes if either no legal move is
>> >> available or all
>> >>        legal moves reduce the eye space of one of its groups from
>> >> two to
>> >>        one. The (over-) simplification lies in the definition of an
>> >> eye, which
>> >>        is defined to be a field whose direct neighbors are all of
>> >> the same
>> >>        color and whose diagonal neighbors contain no more than 1
>> >> stone
>> >>        of the opposite color (0 for border and corner fields). The
>> >> reader
>> >>        may convince himself that this definition of an eye is
>> >> correct for
>> >>        most situations, excluding sekis.
>> >>        .. the rule is necessary for technical reasons, and even
>> >> though (if
>> >>        passing was implemented) the program could figure out the
>> >> rule by
>> >>        itself, that would be very inefficient ..
>> >>
>> >>    [Bouzy,Helmstetter; Monte-Carlo Go Developments] (Olga/Oleg)
>> >>        Without this rule, the random player would never make living
>> >> groups
>> >>        and the games would never end. There are different ways to
>> >> define
>> >>        "eyes" as precisely as possible with domain-dependent
>> >> knowledge
>> >>        such as Fotland (2002) and Chen and Chen (1999). Our
>> >> definitions
>> >>        are designed to be integrated into a random Go-playing
>> >> program;
>> >>        they are simple and fast but not correct in some cases.
>> >>        In OLGA, an eye is an empty intersection surrounded by
>> >> stones of
>> >>        one colour with two liberties or more.
>> >>        In OLEG, an eye is an empty intersection surrounded by stones
>> >>        belonging to the same string.
>> >>        The upside of both definitions is the speed of the programs.
>> >>        OLEG's definition is simpler and faster than OLGA's. Both
>> >>        approaches have the downside of being wrong in some cases.
>> >>        OLEG's definition is very restrictive: OLEG's eyes are actual
>> >>        true eyes but it may fill an actual eye surrounded by more
>> >> than
>> >>        one string. Besides, OLGA has a fuzzy and optimistic
>> >> definition:
>> >>        it never fills an actual eye but, to connect its stones
>> >> surrounding
>> >>        an OLGA's eye, OLGA always expects one adjacent stone to
>> >>        be put into atari.
>> >>
>> >> Gobble's definition seems to be the one used in recent discussions
>> >> here.
>> >> Has anyone compared the different eye definitions, without other
>> >> changes?
>> >> Or looked for systematic (exploitable) errors (erroneous fill-ins,
>> >> erroneous
>> >> inability to fill in)? What about the remaining unrealistic and
>> >> overlong games
>> >> (filling large parts of the board without making eyes, then killing
>> >> all and
>> >> repeat with small variations)? What about that claim that "the
>> >> program
>> >> could figure out the rule by itself"?
>> >>
>> >> Comments/pointers appreciated (especially if there was a discussion
>> >> that limited the options to Gobble's definition, as recent threads
>> >> seemed
>> >> to suggest).
>> >>
>> >> Claus
>> >>
>> >>
>> >>
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