The branching factor of two is the branching factor of a canonical subgame tree 
used for summing the subgames (the canonical subgame tree is built by 
backtracking from terminal nodes), not the branching factor of exploration to 
reach terminal nodes.
So I think the complexity of summing subgames would be the O(sum of 2^n(k)) 
where n(k) is the number of vertices involved in subgame k.
 
I understand that ko creates dependencies between subgames which is a problem, 
because subgames have to be independent. But then I don't understand how 
approximating the sum of subgames helps in solving this problem.
 
So are approximating strategies aiming to mitigate the ko problem or are they 
aiming at some different problem (leaving the ko problem unsolved)?
 
Dave de Vos

________________________________

Van: terry mcintyre [mailto:terrymcint...@yahoo.com]
Verzonden: wo 18-2-2009 20:43
Aan: dave.de...@planet.nl
Onderwerp: Re: [computer-go] CGT approximating the sum of subgames


Why a branching factor of two? If ko is involved, one may pick one of n ko 
threats ( which usually alters a sub-game); the option is then to either 
connect the ko, or make one of m replies to the threat -- and sometimes the 
threat involves another ko. The main problem, as I see it, ( I can't even begin 
to play an "expert" even on the internet, lol ) is that ko allows otherwise 
independent sub-games to be linked closely together. "You keep this, I get that 
in recompense."


Terry McIntyre <terrymcint...@yahoo.com>


-- Libertarians Do It With Consent! 


________________________________

From: "dave.de...@planet.nl" <dave.de...@planet.nl>
To: computer-go <computer-go@computer-go.org>
Sent: Wednesday, February 18, 2009 11:30:43 AM
Subject: RE: [computer-go] CGT approximating the sum of subgames


Or is it it a problem to extract the best move when the sum of subgames is 
known but not equal to a number (which will often be the case)?
 

________________________________

Van: computer-go-boun...@computer-go.org namens dave.de...@planet.nl
Verzonden: wo 18-2-2009 20:04
Aan: computer-go
Onderwerp: RE: [computer-go] CGT approximating the sum of subgames


Are you saying that 
- calculating the exact sum is too expensive?
- calculating the exact sum does not give the the best move?
- the existence of Ko in go makes it impossible to split the board in 
independent subgames?
 
A subgame may not be a number in many cases, but using canonicalforms 
backtracked from terminal nodes, wouldn't we still be able to calculate the 
exact sum of subgames without ambiguity? (if implemented according to the 
definition 2.7 in http://arxiv.org/PS_cache/math/pdf/0410/0410026v2.pdf and 
pruning dominated and reversible options).
Is this incorrect?
 
A full canonical subgame tree would only have a branching factor of at most two 
(each subgame consists of only a left and right stop to represent the confusion 
interval recursively).
That does not seem too bad to me, so I wonder why it is that expensive to 
calculate the sum of subgames.
 
Dave 

________________________________

Van: computer-go-boun...@computer-go.org namens Eric Boesch
Verzonden: wo 18-2-2009 16:50
Aan: computer-go
Onderwerp: Re: [computer-go] CGT approximating the sum of subgames



On Tue, Feb 17, 2009 at 4:39 PM,  <dave.de...@planet.nl> wrote:
> I've been looking into CGT lately and I stumbled on some articles about
> approximating strategies for determining the sum of subgames (Thermostrat,
> MixedStrat, HotStrat etc.)
> It is not clear to me why approximating strategies are needed. What is the
> problem? Is Ko the problem? Is an exact computation too slow?
> Can anyone shed some light on this?

I'm sure someone else could give a better answer, but it does come
down to slowness. Same thing as assuming the value of a gote move
equals the position value if black moves first averaged with its value
if white moves first, and the game score equals original score plus
half the value of the largest move on the board -- these assumptions
are wrong, and they estimates are not guaranteed to yield either the
correct score or the biggest play on the board, but you have to do
something if you can't perfectly read out the rest of the game. If CGT
values were all nice real numbers that summed normally when combining
subgames, then CGT would be a lot simpler.

The possibility of wanting to play a ko threat in another part of the
board prevents the two areas from being separate subgames in the
technical sense -- the information sets are shared.
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