Seems like it needs to not count dead stones, otherwise it will believe that a 
large number of dead stones is better than a smaller number of live stones.

Any such rule will also need to differentiate between dead and seki. 

 Terry McIntyre <terrymcint...@yahoo.com>


“We hang the petty thieves and appoint the great ones to public office.” -- 
Aesop




________________________________
From: Brian Sheppard <sheppar...@aol.com>
To: computer-go@computer-go.org
Sent: Tuesday, August 18, 2009 1:24:35 PM
Subject: [computer-go] Mercy rule position

  1 2 3 4 5 6 7 8 9
A - X - O - - O - - 
B - - O - O O - O O 
C O O O X O - O O X 
D X X O O O - O X X 
E - X X O X O O X - 
F X - X X X X X X - 
G X X O O O O O X X 
H X O O X X O O O X 
J - O - X X - O O O 
O to play and win :-)

The "play and win" is a joke, of course. O has a big, dead,
one-eye group at bottom.

But Pebbles simulations was winning this position at over
84% for O, no matter how long it searched.

When I investigated, it turns out to be because of the "mercy
rule." I had set the threshold at 25% of the board, or 20
stones difference between the sides. Here is a position:

  1 2 3 4 5 6 7 8 9
A O - O O O - O - O 
B O O O O O O - O O 
C O O O - O - O O X 
D X X O O O X O X X 
E - X X O X O O X X 
F X - X X X X X X - 
G X X O O O O O X X 
H X O O O O O O O X 
J O O - X - O O O O 
O "wins" by mercy rule, 45 stones to 24

I can move the threshold, of course, and that "fixes" the
problem. But I am wondering if there is a more reliable approach.

What do you do in your program?

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