How do the classic programs handle these sequences of ko threats that
must be precisely calculated to extreme depths?

- Don


steve uurtamo wrote:
> the issue with ko is the order in which the ko threats are played,
> which can only be successfully evaluated if the average playout
> finishes the ko correctly.
>
> s.
>
> On Sun, Mar 2, 2008 at 4:56 PM, ivan dubois <[EMAIL PROTECTED]> wrote:
>   
>> 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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