The play-outs are japanese as well while the move selection is
probably the
same (influenced by the work of Rémi Coulom and the MoGo team) as yours. The
urgencies of fields that are not of special interest during the move-selection
are biased according to the territory statistics. The urgencies derived from
the territory statistics are choosen very close in my case, so that they only 
have
an effect during the progressive widening steps.

I had the same problems you descriped (defending territory) using it to prevent 
moves on
intersections owned by either player. The statistics can only be used
near the root. Especially for a better counting after a double pass
near the root. The game results obtained this way sometimes differs in
some points from the results of GnuGO, but the decision who had won
was everytime the same (after more than 500 games played so far). As you
surly know, a double pass near the root has a very high influence on
the tree-search result, so it's extrem important having correct results
there.

By the way: a 9x9 CGOS server using japanese rules... I have a dream.. ;)


Lars


DD> AnchorMan uses that in KGS mode - it will pass quite early sometimes and
DD> mark dead stones based on the territory statistics you are talking
DD> about.   

DD> So I assume the play-outs are chinese and the move selection is the same
DD> as our bots except you won't move into an intersection that is owned by
DD> either player?   

DD> How reliable is that?    I had to be pretty conservative in AnchorMan
DD> about using that,  it would fail to defend territory unless I made the
DD> threshold for ownership pretty high. 

DD> - Don



DD> Lars wrote:
>> I had build an Monte-Carlo GO-Engine (GOMonCy) wich uses the Japanese
>> scoring system. It reached a win  rate against GnuGO 3.6 level 10 of
>> stable 50%-52%. I used territorry-statistics about the Monte-Carlo
>> outcomes. You get a probability for every field telling you who is the
>> owner. It works quite good, but I thougt  that nearly everyone is using
>> such statistics, isnt't it? Using a threshold to decide that a field
>> belongs to a player you can also handle seki situations. Of course, if
>> it is losing, the engin will break the seki situation an continue
>> losing..   
>>
>> Am Montag, den 05.11.2007, 16:54 -0800 schrieb [EMAIL PROTECTED]:
>>   
>>> Jason House said:
>>>     
>>>> What about seki situations?
>>>>
>>>> On Nov 5, 2007 1:41 PM, <[EMAIL PROTECTED]> wrote:
>>>>
>>>>       
>>>>> It takes some tricky analysis to work out the Japanese score, due to
>>>>> uncertainty about life/death; likewise it's not easy for a program to
>>>>> recognize when moving is no longer to its advantage.
>>>>>
>>>>> How about bringing in a Monte Carlo routine after both players have
>>>>> passed?--as a scoring referree, set to fill up the board (but avoiding
>>>>> eye-filling
>>>>>         
>>> -------------------------------------------------------------------
>>>         -->> and self-atari (except in ko situations) <<--
>>> -------------------------------------------------------------------
>>>     
>>>>> until all legal
>>>>> moves are played...
>>>>>         
>>> -----------------------------------------
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>>> http://www.americanis.net/
>>>
>>>
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>>
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