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

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