Many Faces chooses E5 with 67% with 5 seconds of thinking (about 150K playouts). I don't use "never fill sure territory in playouts". I tried something like this (not filling in two point eyes), but it didn't help. I also don't use the "one point margin" idea. I found a way to get the correct result with Japanese rules instead.
David From: [email protected] [mailto:[email protected]] On Behalf Of Aja Huang Sent: Sunday, March 16, 2014 1:43 AM To: [email protected] Subject: Re: [Computer-go] Japanese rule in MC Hmm.. maybe it should be "never fill own sure territory in the playouts, except to defend a threat or reply to opponent's move inside the territory". This is a hard problem because it involves wasting no move or cancelling out both side's moves correctly in the playouts. Aja 2014-03-16 8:28 GMT+00:00 Aja Huang <[email protected]>: Hi Hiroshi, Maybe it's worth trying "never fill own sure territory in the playouts except replying to opponent's move". That is to say, after certain number (say 64) of playouts if the territory belongs to one side exclusively (say 99% of the playouts) then from the next playout don't fill the territory in the playouts actively, unless the opponent plays inside the territory first. Aja 2014-03-16 1:25 GMT+00:00 Hiroshi Yamashita <[email protected]>: Hi, Recently I have tried to use Japanese rule without one point safe margin. I use Erik and Aja's method. It works pretty well, but this position is still diffcult. 9....X.O.. 8....X.O.. 7....X.O.. Black("X") to play 6...XXOO.. komi is 6.5 5...X.O... 4...X.O... 3...X.O... 2...X.O... 1...X.O... ABCDEFGHJ (;GM[1]SZ[9]RE[B+0.5]KM[6.5]RU[Japanese] ;B[di];W[fi];B[dh];W[fh];B[dg];W[fg];B[df];W[ff];B[de];W[fe] ;B[dd];W[fd];B[ed];W[gd];B[ec];W[gc];B[eb];W[gb];B[ea];W[ga]) Best move is PASS or filling share liberties(F9,F8,F7,E5,E4,E3,E2,E1). Aya can play it, but its winrate is around 0.50, far from understanding this position is easy win for B. Tentyo no Igo(commercial version of Zen) also returns around 0.50. Is there good method that can return over 0.80 winrate? I feel "Do playout and modify score by number of pass" is hard for B +0.5 win position. Because B has more territory about 7 pt, and W has bigger chance to pass in playout. As a result, B winrate is lower than 0.50. My code is like this. if ( last_two_move_is_pass_in_tree ) { // confirmation phase pass_w_playout = pass_b_playout = 0; playout_length = 0; } game_length = record_length + tree_legth + playout_legnth; pass_w = pass_w_record + pass_w_tree + pass_w_playout; pass_b = pass_b_record + pass_b_tree + pass_b_playout; Margin = 0; if ( (game_length&1) ) { if ( first_player_is_white ) Margin = -1; else Margin = +1; } minus = (Margin + pass_w - pass_b); japanese_score = chinese_score - minus; double final_score = japanese_score - komi - handicaps; Without confirmation phase, winrate drops from 0.50 to 0.45. Aya does not grow tree after consecutive pass in tree. Maybe I need to grow? But to do that, I need to have two root positions that have same hash value, one is root, and the other is after onconsecutive pass. Steenvreter's solution http://dvandva.org/pipermail/computer-go/2010-April/000233.html Erica's solution http://computer-go.org/pipermail/computer-go/2013-February/005757.html Many Faces' solution http://dvandva.org/pipermail/computer-go/2013-February/005748.html Useful link by Fuego team http://sourceforge.net/apps/trac/fuego/wiki/JapaneseRules Regards, Hiroshi Yamashita _______________________________________________ Computer-go mailing list [email protected] http://dvandva.org/cgi-bin/mailman/listinfo/computer-go
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