I don't think that would be effective because you've completely changed the
rules and hence the tactics of the game.
Claus Reinke wrote:
one of the basic problems of go newbies
is their tendency to place the next stone
near to the latest stone of the opponent.
Sometimes this is called the "2-inch heuristic
of beginners".
How about going the other way, forcing Monte-Carlo simulations
onto a coarser grid in the hope of quickly finding information that
might be lost in full-grid simulations (by analogy with multigrid
methods - there even exists something called multigrid Monte-Carlo;
perhaps some of the mathematically inclined can have a look?).
As a trivial idea, if both playout-parties are forced to play on all
odd intersections before being allowed onto the remaining ones
(staking broader claims before entering detailed fights), how would
that affect the statistics, and is there a benefit to be had from
combining coarse and fine simulations?
Claus
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