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
>
> _______________________________________________
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> computer-go@computer-go.org
> http://www.computer-go.org/mailman/listinfo/computer-go/
>
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