>
I have serious problems with KO. UCT-Suzie plays generally strong, but
makes
terrible blunders in KO-positions. So far I do not even understand the
problem. Could you describe it more detailed?
I had also some serious SuperKO problems. UCT-Suzie was very "clever" to
find SuperKOs. We do not check for SuperKO in Alpha-Beta. The search is
not
deep enough. Ignoring SuperKO in UCT is for a Hashtable version deadly.
GameStack-Overflow.
Chrilly
So does your hash function consider all previous board states (for
superKo)? If so, how? I can think of one way, but I don't use it
since I have a tree that handles the allowable moves independent of
the hashtable.
When going down a variation the Hash and other Board-State Information like
e.g. the KO-Point are stored on a stack. Starting from the current Top of
Stack the detection goes down and search for the same hash-key and Ko-Point.
Its the "Repeated Position" Detection method of chess. The Gamestack-Pointer
is decremented by 2, one can stop, when a non-capturing move is done (in
chess its the other way round). One can start 4 Plies from the top of stack.
Due to the stoping criterion one has to check only a few entries (most of
the time none).
If a SuperKO occurs, the position is evaluated by the Material-Balance.
BlackCaptures - WhiteCaptures + Komi. Probably a better way is to ignore the
result. But I assumed that SuperKO is a rare event and the result has no
significant impact on the search-tree.
Maybe there is something wrong with this approach and the Ko-Problems I have
a related to this simple SuperKO handling. I noticed several times that a
direct transformation of chess methods has some subtle flaws.
Chrilly
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