In the tree search part, there is generaly no restriction to the moves that can 
be played. So a UCT program should have no problem seeing that A1 is the best 
move localy. However, A1 will be considered a 50% killing move, not 100%. This 
is because UCT will have trouble looking ahead the forced sequence that makes 
the white group 100 % dead. I explained in a previous post why.

----- Message d'origine ----
De : Jacques Basaldúa <[EMAIL PROTECTED]>
À : computer-go@computer-go.org
Envoyé le : Jeudi, 31 Janvier 2008, 20h39mn 58s
Objet : [computer-go] Re: 19x19 Study. Nakade is difficult

I mentioned nakade in a list including "not filling own eyes". Perhaps,
not "filling own eyes" is a simpler example:

| . . . . . . .
| . # # . # . .
| . O # . # . .
| O O O . # # .
| # # O O O # .
| . # # . . . .
  ---------------

(Unless I made a mistake: Black to play and a1 is the only move killing
white.)

All MC programs avoid eye filling. I am not claiming that this is a wrong
decision. It has been tested, it is the correct decision. It is not a bug
that can't be fixed, either. If white is blind to the a1 move, then it is
happy with this position because it thinks it is unconditionally alive.
Therefore, it should not be impossible to force white to make this shape
because white likes it.

If no program understands this, white is alive and the game continues as
if a1 was illegal. A program that finds a1 changes all.

It is not a question of limiting the move in the playouts or in the tree.
The playouts make an evaluation function, if they are systematically wrong
the tree won't expand in that direction in advance. Playing go is about
reading the problems before they happen. A program that does the playouts
systematically wrong and the tree right, may be a good tsumego solver, but
not necessarily a good player, because it won't see it coming.


Jacques.
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