You might be right.   I have a liberal game length limit on my play-outs
so I didn't notice this.

Another game limiting rule could be something based on counting the
number of consecutive 1 stone captures and terminating once this goes
beyond some reasonable limit such as 10.    Would infinite games still
be possible with this rule?

- Don



On Thu, 2008-10-09 at 10:25 -0400, Jason House wrote:
> You are incorrect that the following heuristics in random games lead  
> to finite game length:
> * no eye filling
> * no suicide
> * no simple ko violations
> 
> Consider two eyeless chains with 3 ko's connecting them... Two taken  
> by black and it's white's move. Filling the one ko it has is suicide.  
> It must take a ko. On black's turn, it can't fill a ko due to suicide  
> and must take a ko. The cycle repeats infinitely.
> 
> Yes, this is a real bug found in a real CGOS game... I opted for the  
> game length limit so my bot could remain online 24/7
> 
> Sent from my iPhone
> 
> On Oct 9, 2008, at 9:15 AM, Don Dailey <[EMAIL PROTECTED]> wrote:
> 
> > Claus,
> >
> > I think you have summarized things better than I am going to,  but  
> > here
> > goes anyway:
> >
> > If the play-outs are uniformly random and you have eye rule, it is
> > guaranteed to terminate as long as you use simple ko.  It might even  
> > be
> > guaranteed to terminate if you don't, I don't know.  Although it's
> > guaranteed to terminate, it could be arbitrarily long (millions or
> > billions of moves) but that is not a practical consideration.   The  
> > odds
> > of it not terminating within a couple of hundred moves at 9x9 is
> > probably extremely low as long as you have eye and simple KO and do  
> > not
> > allow suicide.
> >
> > If it's not uniformly random, all bets are off.
> >
> > If you want to be paranoid, you can limit the number of moves but it's
> > not necessary.   Something like number of empty points times some
> > constant such as 2 or 3 might be good here.
> >
> > There are several eye rules used, but I believe the vast majority of  
> > us
> > use the same one.   It is stated like this:
> >
> >   1. An empty point surrounded by friendly stones.
> >   2. If edge,  no diagonal enemies allowed.
> >   3. If NOT edge, only 1 diagonal enemy allowed.
> >
> > Some programs do these things in addition to simple ko, no suicide
> > allowed and eye rule:
> >
> >  1.  Limit the number of moves. (not needed)
> >  2.  Stop game if one side has many more stones than the other.
> >  3.  Detect superko  (a waste of time)
> >  4.  Let pass move be one of the random moves tried. (bad)
> >
> >
> > You asked if people compared the eye rules.  This has been discussed  
> > on
> > this group before and the short answer seems to be that it probably  
> > does
> > not make too much of a difference if it's reasonably sound.   You  
> > might
> > get different opinions on this.
> >
> > - Don
> >
> >
> >
> >
> >
> > On Thu, 2008-10-09 at 13:31 +0100, Claus Reinke wrote:
> >> Hi again, with yet another question:-)
> >>
> >> Could someone please summarize the state-of-the art wrt the various  
> >> ways
> >> of limiting random playouts, and the their consequences?
> >>
> >> There are several variations on the "don't fill your own  
> >> eyes" (dfyoe) approach,
> >> but the way this approach is often described tends to confuse me  
> >> (eg, when
> >> someone seems to claim that there is exactly one correct way of  
> >> implementing
> >> this, or when someone seems to claim that this guarantees  
> >> termination, or when
> >> the resulting biases are not even mentioned, let alone discussed or  
> >> compared
> >> against biases in alternative implementations, etc.).
> >>
> >> I'll try to summarize my current understanding, in the hope that  
> >> others will
> >> fill in the missing pieces or point out misunderstandings:
> >>
> >> - the only thing that guarantees termination of random playouts  
> >> (with or
> >>    without dfyoe) is the positional superko rule: no whole-board  
> >> repetitions
> >>    allowed. Waiting for this to kick in without taking other  
> >> measures is not
> >>    an option: it takes too long and the results don't tell us much  
> >> about the
> >>    value of the initial position.
> >>
> >> - dfyoe variations share some motivations:
> >>    - reduce the likelihood of unnaturally long playouts (but not to  
> >> zero)
> >>    - try to avoid disastrous endgame-situation mistakes that random  
> >> playouts
> >>        are otherwise prone to make (and that eliminate the value of  
> >> playouts)
> >>    - try to be simple (efficiently implementable), with low (but  
> >> non-zero)
> >>        probability of introducing errors (filling in when not  
> >> filling in would be
> >>        better, or vice versa)
> >>    - aim to steer playouts to easily counted terminal positions  
> >> that bear a
> >>        quantifiable relationship to the estimated value of the  
> >> initial position
> >>        (perhaps a more suggestive name would be "random legal fill- 
> >> ins"?)
> >>
> >> - some variations of dfyoe have been reported (are there others?):
> >>
> >>    [Bruegmann; Monte Carlo Go] (Gobble):
> >>        The computer only passes if either no legal move is  
> >> available or all
> >>        legal moves reduce the eye space of one of its groups from  
> >> two to
> >>        one. The (over-) simplification lies in the definition of an  
> >> eye, which
> >>        is defined to be a field whose direct neighbors are all of  
> >> the same
> >>        color and whose diagonal neighbors contain no more than 1  
> >> stone
> >>        of the opposite color (0 for border and corner fields). The  
> >> reader
> >>        may convince himself that this definition of an eye is  
> >> correct for
> >>        most situations, excluding sekis.
> >>        .. the rule is necessary for technical reasons, and even  
> >> though (if
> >>        passing was implemented) the program could figure out the  
> >> rule by
> >>        itself, that would be very inefficient ..
> >>
> >>    [Bouzy,Helmstetter; Monte-Carlo Go Developments] (Olga/Oleg)
> >>        Without this rule, the random player would never make living  
> >> groups
> >>        and the games would never end. There are different ways to  
> >> define
> >>        "eyes" as precisely as possible with domain-dependent  
> >> knowledge
> >>        such as Fotland (2002) and Chen and Chen (1999). Our  
> >> definitions
> >>        are designed to be integrated into a random Go-playing  
> >> program;
> >>        they are simple and fast but not correct in some cases.
> >>        In OLGA, an eye is an empty intersection surrounded by  
> >> stones of
> >>        one colour with two liberties or more.
> >>        In OLEG, an eye is an empty intersection surrounded by stones
> >>        belonging to the same string.
> >>        The upside of both definitions is the speed of the programs.
> >>        OLEG's definition is simpler and faster than OLGA's. Both
> >>        approaches have the downside of being wrong in some cases.
> >>        OLEG's definition is very restrictive: OLEG's eyes are actual
> >>        true eyes but it may fill an actual eye surrounded by more  
> >> than
> >>        one string. Besides, OLGA has a fuzzy and optimistic  
> >> definition:
> >>        it never fills an actual eye but, to connect its stones  
> >> surrounding
> >>        an OLGA's eye, OLGA always expects one adjacent stone to
> >>        be put into atari.
> >>
> >> Gobble's definition seems to be the one used in recent discussions  
> >> here.
> >> Has anyone compared the different eye definitions, without other  
> >> changes?
> >> Or looked for systematic (exploitable) errors (erroneous fill-ins,  
> >> erroneous
> >> inability to fill in)? What about the remaining unrealistic and  
> >> overlong games
> >> (filling large parts of the board without making eyes, then killing  
> >> all and
> >> repeat with small variations)? What about that claim that "the  
> >> program
> >> could figure out the rule by itself"?
> >>
> >> Comments/pointers appreciated (especially if there was a discussion
> >> that limited the options to Gobble's definition, as recent threads  
> >> seemed
> >> to suggest).
> >>
> >> Claus
> >>
> >>
> >>
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