Normalizing the probabilities and re-throwing the frisbee until it lands in a valid move are equivalent, of course.
On Thu, Nov 12, 2015 at 5:01 AM, David Peters <rodje...@web.de> wrote: > To keep changes to the protocol and number of parameters low, wouldn't it > be a possibility to consider multiple 'throws' of a frisbee? > > So if the engine decides to play a move you have the described arrangement > of hitting adjactent fields with probability eps. If this results in a move > outside the board or an illegal move, you just repeat until you get a legal > move. This could even mean, that you could even use an existing engine > without change. You just add the additional step generating the random > noise on the moves. > > Or is this orthogonal to the envisioned game? > > Best regards, > David Peters > > *Gesendet:* Donnerstag, 12. November 2015 um 10:24 Uhr > *Von:* "Darren Cook" <dar...@dcook.org> > *An:* computer-go@computer-go.org > *Betreff:* Re: [Computer-go] Frisbee Go Simulation > > If one or two of these cells are outside the board the > > move will count as a pass. If the landing cell is occupied by another > > stone the move is also counted as a pass. Illegal moves are also counted > > as pass moves. > > Alternatively, the probability could be adjusted for the number of legal > moves. (E.g. taking the easy example of (1,1) on an empty board,and eps > of 0.2, you'd adjust (1,1), (2,1) and (1,2) to each be 1/3 probability). > > This does away with the involuntary pass concept. (But if you keep it, I > agree with John Tromp that it is just a wasted move, not able to cause > early game termination.) > > Darren > > _______________________________________________ > Computer-go mailing list > Computer-go@computer-go.org > http://computer-go.org/mailman/listinfo/computer-go > > _______________________________________________ > Computer-go mailing list > Computer-go@computer-go.org > http://computer-go.org/mailman/listinfo/computer-go >
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