David Fotland: <[EMAIL PROTECTED]>:
>Many Faces does not use null move, but does extensive caching of life and
>death and other tactical results.

The problem of such caching scheme is when and how programs can make 
correctly the cache be dirty (ie, invalid).  It may be very hard even 
for human players.

-gg (Hideki)

>-----Original Message-----
>From: [EMAIL PROTECTED]
>[mailto:[EMAIL PROTECTED] On Behalf Of terry mcintyre
>Sent: Tuesday, October 02, 2007 9:21 AM
>To: computer-go
>Subject: Re: [computer-go] IEEE Spectrum article by Deep Blue creator
>
>
>----- Original Message ----
>
>From: Don Dailey <[EMAIL PROTECTED]>
>
>
>>I think [Hsu] is betting on null move proving - but I'm real skeptical that
>> it will be effective in Computer Go.   It will indeed reduce the tree
>> significantly, but this comes at a qualitative price that is not so bad
>> in Chess but is a lot in Go.
>
>
>Hsu also discusses the gains from caching life-and-death analysis of groups.
>I suspect that
>this will greatly reduce computational effort, once an efficient mechanism
>is implemented.
>Existing monte carlo programs cache information about playable/non playable
>points; when
>augmented with knowledge about life and death, search should more quickly
>home in on crucial 
>lines of play.
>
>I've been playing against Mogo the last few weeks. It has a very interesting
>style of play, and it 
>often does quite well in tactical analysis, but sometimes it misses a key
>move and fails to kill or
>fails to preserve a large group - game over! A good life-and-death cache
>would be a definite improvement.
>
>Caching parts of trees works better in Go, since well-defined sections of
>the board can sometimes be 
>partitioned from the rest of the board. Where such partitions leak, analysis
>is likely to be critical; 
>for example, ladders and ladder breakers can extend across the board;
>invasions often depend on 
>cutting points halfway across the board. 
>
>
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--
[EMAIL PROTECTED] (Kato)
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