If a "diamond" pattern is centered on a 5x5 square, then you have 13 points. 
The diagram below will give the idea.

__+__

_+++_
+++++
_+++_
__+__


At one bit per cell, this would be 8192 patterns, so this is why I am guessing 
that this is the pattern set. (You would set one bit for each captured stone, 
then look up in a table.)

I feel like I am engaging in a lot of guesswork regarding implementation 
details. I want to emphasize that the implementation details are not 
particularly important. The important point is that you can add this capability 
("reply on the vital point after the capture of a nakade group, provided that 
the opponent's surrounding stones have no additional eyes") to your rollout, 
and the implementation should take less than 1% of total time. Any 
implementation that achieves that goal will make a noticeable difference to 
strength.


 
-----Original Message-----
From: Roel van Engelen <ich.bun...@gmail.com>
To: computer-go <computer-go@computer-go.org>
Sent: Tue, Jan 31, 2017 10:42 am
Subject: Re: [Computer-go] AlphaGo rollout nakade patterns?



@Brain Sheppard
Thanks that is a really useful explanation! 
the way you state: "and therefore a 8192-sized pattern set will identify all 
potential nakade." seems to indicate this is a known pattern set? could i find 
some more information on it somewhere? also i was unable to find Pebbles, is it 
open source?

@Robert Jasiek
what definitions/papers/publications are you referring to?



m.v.g. Roel



On 24 January 2017 at 12:57, Brian Sheppard via Computer-go 
<computer-go@computer-go.org> wrote:

There are two issues: one is the shape and the other is the policy that the 
search should follow.

Of course the vital point is a killing move whether or not a group was just 
captured. So it is possible to detect such shapes on the board and then play 
the vital point.

It is an entirely different thing to say when a rollout should look for such 
features. Rollouts are complicated; playing the "best" play does not always 
make your search engine stronger. Of course, there is a question of the time 
required for analysis. And then there is the question of "balance".

"Balance" means that the rollout should play "equally well" for both sides, 
with the goal that the terminal nodes of the rollout are accurate evaluations 
of the leafs of the tree. If you incorporate all moves that punish tactical 
errors then sometimes you can get unbalanced results because you do not have 
rules that prevent tactical errors from happening.

A common rule for nakade is to only check after a group is captured. The point 
is that the vital point is otherwise not motivated by any heuristics, whereas 
most other moves in capturing races are suggested by local patterns. My 
understanding of Alpha Go's policy is that they were only checking for nakade 
after captures.

The "center of a group of three" rule is a separate issue. My recollection is 
that this pattern should be checked after every move, and that was a discovery 
by the Mogo team.

Note that there are often subtle differences for your program compared to the 
published papers.

Best,
Brian

-----Original Message-----
From: Computer-go [mailto:computer-go-boun...@computer-go.org] On Behalf Of 
Gian-Carlo Pascutto
Sent: Tuesday, January 24, 2017 3:05 AM
To: computer-go@computer-go.org
Subject: Re: [Computer-go] AlphaGo rollout nakade patterns?


On 23-01-17 20:10, Brian Sheppard via Computer-go wrote:
> only captures of up to 9 stones can be nakade.

I don't really understand this.

http://senseis.xmp.net/?StraightThree

Both constructing this shape and playing the vital point are not captures. How 
can you detect the nakade (and play at a in time) if you only check captures?

--
GCP
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