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

Usually with big difficulty and crude heuristics.

GNU Go determines that it should play a ko threat if the top move
turns out to be an illegal ko capture. In that case the top move is
removed from consideration and other moves are reevaluated by adding
the value of followup moves. After that the new top move is chosen,
which may be a ko threat if it's big enough and otherwise the
originally second move.

The difficulty is of course to determine the followup value, which
tends not to be very exact at all, and far from all threats are found
in the first place. Still GNU Go can play ko decently, at least
compared to its general level of play.

/Gunnar
_______________________________________________
computer-go mailing list
computer-go@computer-go.org
http://www.computer-go.org/mailman/listinfo/computer-go/

Reply via email to