It has been discussed already on this list. The common approach is to not even bother to try detect ko in playouts. In case of infinite game (very rare but happens) you can just put a threshold on the number of moves and igore the result. Of course you have to detect ko in the tree search part though.

----- Original Message ----- From: "Heikki Levanto" <hei...@lsd.dk>
To: "computer-go" <computer-go@computer-go.org>
Sent: Monday, June 15, 2009 10:45 PM
Subject: [computer-go] Ko in light playouts


I am slowly getting my little bot to do very light playouts. I came to think
about detecting ko. Is it even necessary in a simple playout? During the
earlier stages of the game, the playouts have no idea of wanting to
recapture the ko, of ko threats, or anything else. Only in the endgame can we run into problems, when everything else is filled up, and the only points left are in a ko fight. At that point the playout moves are fast, repeating the same position all over again, until a limit to the number of moves puts a
stop to it all.

I suppose that in the end the right thing is to do the right thing, and
detect at least a simple ko properly and according to the rules. But I
thought I'd ask if people are trying alternative tricks?

 - Heikki


P.S. My progress is awfully slow, as I work full time with other things, and
have several hobbies cometing for my spare time. Still, I am making slow
progress, and at some point I get my "halfgo" playing on cgos. Very badly, to
begin with...  It is a simple program, written in C, using bitmaps for the
board images. I just wanted to see how far I could take that approach. Now it seems to be a good foundation for my next experiments, which I will have to
do before discussing them here.





--
Heikki Levanto   "In Murphy We Turst"     heikki (at) lsd (dot) dk

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