I have an idea in the back of my mind that is an extreme version of
this:  Divide the board into 361 separate local searches, then use
information from these to guide a global search.  The local searches
would be done on the full board, but would only search for strategies
that will capture or defend individual intersections.  I suspect that
this first phase could potentially benefit from parallelization for a
significant portion of the game.  Eventually this parallelism will
break down because there will only be a limited number of local
battles, and the eventual status of points that are in the same chain
will almost always be the same.  Any practical program would need to
deal with this gracefully, of course, rather than duplicate its effort
many times.  Also, I only have a vague idea of how to take advantage
of the information gained from the local searches, when performing the
global search.

Weston

On 1/30/07, Dave Dyer <[EMAIL PROTECTED]> wrote:
The idea isn't more than lightly toasted (less than half baked), but
the kernal is turn the full board search into set of searches on
much smaller boards, using the overlapping strips as boundary
conditions, then do some unifying final step to pick the move.
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