----- Original Message ---- From: Don Dailey <[EMAIL PROTECTED]> >I think [Hsu] is betting on null move proving - but I'm real skeptical that > it will be effective in Computer Go. It will indeed reduce the tree > significantly, but this comes at a qualitative price that is not so bad > in Chess but is a lot in Go.
Hsu also discusses the gains from caching life-and-death analysis of groups. I suspect that this will greatly reduce computational effort, once an efficient mechanism is implemented. Existing monte carlo programs cache information about playable/non playable points; when augmented with knowledge about life and death, search should more quickly home in on crucial lines of play. I've been playing against Mogo the last few weeks. It has a very interesting style of play, and it often does quite well in tactical analysis, but sometimes it misses a key move and fails to kill or fails to preserve a large group - game over! A good life-and-death cache would be a definite improvement. Caching parts of trees works better in Go, since well-defined sections of the board can sometimes be partitioned from the rest of the board. Where such partitions leak, analysis is likely to be critical; for example, ladders and ladder breakers can extend across the board; invasions often depend on cutting points halfway across the board. ____________________________________________________________________________________ Moody friends. Drama queens. Your life? Nope! - their life, your story. Play Sims Stories at Yahoo! Games. http://sims.yahoo.com/
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