I am slowly getting my little bot to do very light playouts. I came to think about detecting ko. Is it even necessary in a simple playout? During the earlier stages of the game, the playouts have no idea of wanting to recapture the ko, of ko threats, or anything else. Only in the endgame can we run into problems, when everything else is filled up, and the only points left are in a ko fight. At that point the playout moves are fast, repeating the same position all over again, until a limit to the number of moves puts a stop to it all.
I suppose that in the end the right thing is to do the right thing, and detect at least a simple ko properly and according to the rules. But I thought I'd ask if people are trying alternative tricks? - Heikki P.S. My progress is awfully slow, as I work full time with other things, and have several hobbies cometing for my spare time. Still, I am making slow progress, and at some point I get my "halfgo" playing on cgos. Very badly, to begin with... It is a simple program, written in C, using bitmaps for the board images. I just wanted to see how far I could take that approach. Now it seems to be a good foundation for my next experiments, which I will have to do before discussing them here. -- Heikki Levanto "In Murphy We Turst" heikki (at) lsd (dot) dk _______________________________________________ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/