I now tracked down another super ko bug. I'm curious if anyone has worked out which infinite cyles can occur in random playouts that avoid eye-fills and suicides. Additionally, how do people handle this type of situation in playouts? I believe libego checks game length and assigns "no result" if the game is too long. This certainly seems simple enough to do...
A single ko will either be a capture when one side takes it or else it'll be legal to fill the ko when the other side passes from no legal moves left. A double ko can end up with one side owning both ko's, so either the ko will naturally do a capture, or filling a ko will be legal. A triple ko occurred in the attached game. It's 3 ko's between two eyeless groups. Each time a color can move, it owns 1 out of 3 ko's, and has only one legal move option, take the only legal ko (according to simple ko rules) Can any other triple ko situations occur? What about more complex ko situations? I think the triple ko is the only case, but I have not rigorously proven it.
superko.sgf
Description: application/go-sgf
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