Following Mogo, Pebbles uses the "3-in-a-row" modification
that automatically plays in the center of 3-point eyeshapes.
Fuego's rules triples the chance of making a correct play when
a 3-point eyespace exists, but does not guarantee that any play
will be made. The rules do guarantee that the best move will be
made *within* a 3-point eyespace. This allows RAVE to
accelerate discovery of life-giving shape. The only downside that
I have noticed is that straight-four eyespaces are more likely
to die in the playouts, because attacker moves are upgraded to center
points, and pattern replies are not guaranteed to be made on the vital
point.
Interesting. I looked at some playouts from your sample position, and
I also saw similar problems, e.g. when O's eye space becomes
X..
then O will live with high likelihood in Fuego playouts, since O will
soon capture the X stone by the capturing rule, but X has no rule to
play in the center and kill.
When Mogo's rule was first implemented, it made a huge increase
in strength. But when Fuego's rules went in, then Mogo's rule started
being less important, and now it has even become a disadvantage.
Markus implemented Mogo's nakade rule after we had ours, and could not
get it to work. So it remains switched off in Fuego by default.
It is very interesting to me that you use the clump correction rule. I
could never get that to work in Fuego, either.
My impression is that Fuego's rules covers a lot of situations,
and the upgraded move is almost always an improvement.
Perhaps Mogo's rule would be beneficial if the number of wasted
moves could be cut down. I have not looked into that.
I have implemented a rule that plays on the vital point of nakade
shapes after captures. That rule has never made much effect on
playing strength, but it looks great in particular cases. It should
work out to be a low-cost positive.
Yes, I was thinking of trying that.
Martin
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