KO cannot really be ignored during playouts. There are some close end games dependent upon proper handling of KO.
I think in the playout phase it needs to remember to take the ko back after the opponent make a non-threat move. One example was given in the following post. http://www.mail-archive.com/computer-go@computer-go.org/msg12293.html On Fri, Jan 14, 2011 at 1:30 PM, Kahn Jonas <jonas.k...@math.u-psud.fr>wrote: > On Fri, 14 Jan 2011, terry mcintyre wrote: > > Any solution must balance competing concerns. What happens during a ko >> fight? Threats and counterthreats and sacrifices may disturb all neat >> solutions. >> > > I thought that up to now ko was just ignored during playouts (except > for strict legality). Given the level at which they are played during > this phase, I would not expect ko to change that much. I might be wrong, > of course. > And if you mean ko in the semeai, then I guess the automaton should just > win the ko without answering the threat. OK, there might be a problem if > there are two semeais on the board. Now if we must arrive to this corner > case (two semeais, one with ko) to really have problems, this would > already be huge progress. > Moreover, even that could be solved by the correction I had made > earlier, that is that semeai should also be calculated for the losing > side, in case it wins it with ko. I thought this could not happen in the > playouts but only in the tree, but I was wrong, obviously. > > Naturally, these automata might get very complicated, so it's probably > not a silver bullet, once again... > > > Jonas > _______________________________________________ > Computer-go mailing list > Computer-go@dvandva.org > http://dvandva.org/cgi-bin/mailman/listinfo/computer-go >
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