Heikki Levanto wrote:
On Tue, Dec 30, 2008 at 08:01:27PM +0200, Berk Ozbozkurt wrote:
I think such a change may make engine objectively stronger while making it more vulnerable against humans. Even if the human opponent isn't aware of the move pruning logic initially, it wouldn't take a lot of games to figure out that the computer never makes a move away from the last move to the center or to the sides.

So sorry, but I think you have misunderstoodthe rule being tested here. It
has nothing to do with the last move played, it is all about *not* playing to
a point that is more than 3 (or 2) poitns away from any stone on the board,
*or* that is on the 3th 4th, or the 5th row from the edge.
This still leaves open a possibility of setting up two ladders, so that a
ladder break somewhere in the center would be the right move. But even then,
the random nature of the MC playouts would make such a position look pretty
bad, and direct the program away from it - which would most often be good
playing style anyway.
My real mistake was thinking this was a tree searching engine. My all points are moot as this was only ref-bot doing AMAF.

Assume, for argument's sake, the rule is implemented in a searching go engine and moves not conforming to the rule are hard pruned during search. It doesn't matter whether 2 points from any stone or just last move is considered. In many openings neither side would have any stones near the center, so no moves to the center would be considered by the engine, for at least a few more branches down the tree. Note that, it is the human opponent, who makes losing ladders with the intention of putting a ladder breaker in the center. As the program is oblivious to the fact that only one ladder may be won by it, the program will evaluate its position *highly* and tend to continue ladders as long as human continues playing them.
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