>It is very interesting to me that you use the clump correction rule. I  
>could never get that to work in Fuego, either.

It is my impression (with no analysis whatsoever, so draw your own
conclusions) that Fuego's use of an evaluation function helps it to
overcome problems in the playouts.

Pebbles has no evaluation function. This is a deliberate choice
because I want to lose as many games as possible. Seriously. I learn
more from losing.

Regarding clumps: Pebbles will fail to create eyes quite often if there
is no rule that moves clumpy stones to empty adjacent points in the
playouts. Fuego will evaluate clumps as probably bad things within the
UCT search, so it creates eyes despite the fact that the underlying
playouts allow clumps to form.

I am not certain of this diagnosis. If true, it would illustate how
design objectives can be met in different ways, and why heuristics
that succeed in one program can fail in another.

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