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
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