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
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> >
>
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