You could simply allow the pass all the time. Early in the game, it
will be a significantly inferior move and not often explored in the
tree. That may not be optimal, but it's certainly not convoluted and
you are guaranteed to never fail to generate the pass move when you
needed it.
I remember that's how I implemented it initially. I do not remember the
exact details of why I moved away from that, but I believe that (in
part) it had to do with the program occasionally passing too early in
the game.
When you say "too early", do you mean before the game is decided or before all
dead stones are removed. Only the first one is truly too early.
In other words, there is no harm in leaving a dead stone on the board given
that it does not impact who the winner is.
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