what happens with the following? rank the moves as normal, ignoring ko. choose the highest ranked legal move at the end.
(i.e. only check for ko-legality when choosing the final move) s. On Mon, Jun 15, 2009 at 4:45 PM, Heikki Levanto<hei...@lsd.dk> wrote: > 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/ > _______________________________________________ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/