Hmm.. maybe it should be "never fill own sure territory in the playouts, except to defend a threat or reply to opponent's move inside the territory". This is a hard problem because it involves wasting no move or cancelling out both side's moves correctly in the playouts.
Aja 2014-03-16 8:28 GMT+00:00 Aja Huang <ajahu...@gmail.com>: > Hi Hiroshi, > > Maybe it's worth trying "never fill own sure territory in the playouts > except replying to opponent's move". That is to say, after certain number > (say 64) of playouts if the territory belongs to one side exclusively (say > 99% of the playouts) then from the next playout don't fill the territory in > the playouts actively, unless the opponent plays inside the territory > first. > > Aja > > > 2014-03-16 1:25 GMT+00:00 Hiroshi Yamashita <y...@bd.mbn.or.jp>: > > Hi, >> >> Recently I have tried to use Japanese rule without one point safe margin. >> I use Erik and Aja's method. It works pretty well, but this position is >> still diffcult. >> >> 9....X.O.. >> 8....X.O.. >> 7....X.O.. Black("X") to play >> 6...XXOO.. komi is 6.5 >> 5...X.O... >> 4...X.O... >> 3...X.O... >> 2...X.O... >> 1...X.O... >> ABCDEFGHJ >> >> (;GM[1]SZ[9]RE[B+0.5]KM[6.5]RU[Japanese] >> ;B[di];W[fi];B[dh];W[fh];B[dg];W[fg];B[df];W[ff];B[de];W[fe] >> ;B[dd];W[fd];B[ed];W[gd];B[ec];W[gc];B[eb];W[gb];B[ea];W[ga]) >> >> Best move is PASS or filling share liberties(F9,F8,F7,E5,E4,E3,E2,E1). >> Aya can play it, but its winrate is around 0.50, far from understanding >> this position is easy win for B. >> Tentyo no Igo(commercial version of Zen) also returns around 0.50. >> Is there good method that can return over 0.80 winrate? >> >> I feel "Do playout and modify score by number of pass" is hard for B +0.5 >> win position. Because B has more territory about 7 pt, and W has bigger >> chance to pass in playout. As a result, B winrate is lower than 0.50. >> >> >> My code is like this. >> >> if ( last_two_move_is_pass_in_tree ) { // confirmation phase >> pass_w_playout = pass_b_playout = 0; >> playout_length = 0; >> } >> >> game_length = record_length + tree_legth + playout_legnth; >> pass_w = pass_w_record + pass_w_tree + pass_w_playout; >> pass_b = pass_b_record + pass_b_tree + pass_b_playout; >> >> Margin = 0; >> if ( (game_length&1) ) { >> if ( first_player_is_white ) Margin = -1; >> else Margin = +1; >> } >> >> minus = (Margin + pass_w - pass_b); >> japanese_score = chinese_score - minus; >> double final_score = japanese_score - komi - handicaps; >> >> >> Without confirmation phase, winrate drops from 0.50 to 0.45. >> Aya does not grow tree after consecutive pass in tree. Maybe I need to >> grow? >> But to do that, I need to have two root positions that have same hash >> value, >> one is root, and the other is after onconsecutive pass. >> >> Steenvreter's solution >> http://dvandva.org/pipermail/computer-go/2010-April/000233.html >> Erica's solution >> http://computer-go.org/pipermail/computer-go/2013-February/005757.html >> Many Faces' solution >> http://dvandva.org/pipermail/computer-go/2013-February/005748.html >> Useful link by Fuego team >> http://sourceforge.net/apps/trac/fuego/wiki/JapaneseRules >> >> Regards, >> Hiroshi Yamashita >> >> _______________________________________________ >> Computer-go mailing list >> Computer-go@dvandva.org >> http://dvandva.org/cgi-bin/mailman/listinfo/computer-go >> > >
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