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.  

Attachment: superko.sgf
Description: application/go-sgf

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