I don't like it very much, simply selecting only from the valid neighbors would simplify the rules and shorten the game, but I guess maybe it does seem similar to what would happen in real life. Are there other games played with frisbees?
Anyways I propose a frisbee-probability GTP command, it is the bare minimum to play this: frisbee-probability (optional) arguments float - Value between 0 and 1 effects Change the active probability of playing intended intersection. output none fails syntax error - fails if out of range probability value (< 0 or > 1); unable to change - fails if invoked in the middle of the game comments Programs that only support probability 1.0 should not include this command in their list_commands output. Sounds about right? It should be the only change necessary for GTP to start supporting the frisbee. Gonçalo On 21/02/2016 01:18, John Tromp wrote: > I don't remember if there was consensus, but can repeat my previous thoughts: > >> 1. What happens with plays unintentionally on top of stones or out of >> bounds? > > Converted to involuntary pass. > Note that a throw must have some positive probability of converting into > a legal move. This way, infinitely long games have 0 probability. > >> 1.1 If converted to passes, do they count towards end of play and >> scoring phase? > > No; only voluntary passes should. Otherwise games would most > likely end prematurely. > >> 2. How are the play probabilities distributed? > > They're governed by a single parameter, the hit probability p. > You hit the target with prob. p, and its 4 neighbours with probability > (1-p)/4. > > I don't believe there's a single value of p that everyone likes best. > > One extreme p=1 is classical Go. The other extreme p=0 is guaranteed > to miss the target. Other natural choices are p=1/2 or p=1/5. > (Values in 1/2 < p < 1 seem a little dull to me). > > regards, > -John _______________________________________________ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go