A question on this topic. When we discuss about suicide, are we referring to the real suicide, or self-atari? I think in some discussions it is referring to the real suicide. In other discussions, seems to be referring to self-atarai.
If we are talking about real suicide, I do not see any point to allow the real suicide in the play out. What would be the gain if we allow the real suicide in the play out. I think its only effect is to introduces more board repetition and more moves in the playout. In very very rare cases a real suicide move is beneficial. If we are talking about the self-atari, that's a more interesting topic. I find it is very hard to tune. A lot of games of my engine are lost due to completely insane self-atari moves in the early games. Even I have policy to disfavor the self-atari moves, those moves just keep surfacing out. On Jan 18, 2008 9:28 AM, Michael Williams <[EMAIL PROTECTED]> wrote: > So it's possible to create a triple-ko repetition, take that move sequence > and find a non-triple-ko situation that uses the exact same repeated move > sequence? > > > A van Kessel wrote: > >> An alternative to matching board hashes is to test for repeated move > sequences. > > No. repeated position != repeated sequence. > > > > Since one stone is added to the board with each move, > > a repetition can only exist between two moves if exactly that number > > of stones was captured inbetween (+- pass moves) > > So you only have to check the positions in the game-stack > > where exactly the same number of black,white stones is on the board > > HTH, > > AvK > > _______________________________________________ > > computer-go mailing list > > computer-go@computer-go.org > > http://www.computer-go.org/mailman/listinfo/computer-go/ > > > > _______________________________________________ > computer-go mailing list > computer-go@computer-go.org > http://www.computer-go.org/mailman/listinfo/computer-go/ >
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