>> ... play those 4 moves as if a single move....
> 
> I'd just like to point out that you shouldn't do this if there is a ko
> going on. ;-)

Yes, good point. It is possible to detect if you need a ko threat (the
illegal ko move is the move you want to play most), and in that case I
think I was widening the choice of moves.

It is also possible to detect if a move was played as a ko threat when
analyzing the pro games, and flag it as "possibly only a ko threat" (*),
but I think I ran out of time long before I got that sophisticated.

Darren

*: I.e. it could then be put in a special database of "ko threat pattern
moves". But, what I actually tried to do was assign the gote and sente
value of each pattern. A ko threat would look like, say, a 15pt gote,
but a 0pt sente move.
But measuring exact move values is hard enough in the endgame (see
mathematical endgames), let alone the middle game, and so this didn't
work well.
Why I think this pattern idea might have merit in MCTS is that all you
need is a reasonable ordering of pattern urgency. The move selection
then adds some noise to cover up the inaccuracies.

-- 
Darren Cook, Software Researcher/Developer
http://dcook.org/gobet/  (Shodan Go Bet - who will win?)
http://dcook.org/mlsn/ (Multilingual open source semantic network)
http://dcook.org/work/ (About me and my work)
http://dcook.org/blogs.html (My blogs and articles)
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