Ok, I think I see what you mean, but I am not sure I really agree. As you say, this is related to horizon effect. I think current MC programs can play ko quite well because they are trying do delay the outcome of losing the ko, therefore they tend to play threats do gain time, just like human players do. I dont think it is essential that the ko be resolved inside the tree part. And I dont believe there exist efficient way to handle ko in the playout other than just fordiding simple ko recapture.
Ivan ----- Message d'origine ---- De : Jonas Kahn <[EMAIL PROTECTED]> À : computer-go <computer-go@computer-go.org> Envoyé le : Dimanche, 2 Mars 2008, 21h32mn 43s Objet : Re: endgame (Was [computer-go] Re: Should 9x9 komi be 8.0 ?]) > But correct ko threats playing has nothing to do with the playout part : > Since it is a strategic concept that involves global understanting, It is > handled by the UCT tree part. Yes and no. Theoretically, that's the work of the UCT part. But, as Steve pointed out, kos can go on for long. I don't know what depth is attained in the tree (by the way, I would really like to know), but I doubt it is that long. Moreover, some kos must be kept for later. Hence, some basic understanding of kos in the playouts might be useful. That's merely a variation of the horizon effect. We could even imagine a situation where the UCT makes a threat that loses points in the only aim of having the ko past the horizon, where it would be 50-50 (for example) in the playout. Jonas _______________________________________________ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/ _____________________________________________________________________________ Ne gardez plus qu'une seule adresse mail ! Copiez vos mails vers Yahoo! Mail http://mail.yahoo.fr _______________________________________________ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/