Okay, let me see if I can sum this all up.
Let <2, capture, attacker> stand for "defending chain has 2
liberties, it will be captured if the ladder is played out, and it is
the attacker's turn".
Use the following rules to suggest moves:
<1, capture, defender> => defender plays ladder breaker, then
attacker captures
<1, capture, attacker> => no suggestion
<1, escape, defender> => run (play out ladder), no suggestion for
attacker's follow-up
<1, escape, attacker> => capture
<2, capture, defender> => run (to gain a 3rd liberty, escaping the
ladder)
<2, capture, attacker> => chase (play out ladder), no suggestion for
defender's follow-up
<2, escape, defender> => no suggestion
<2, escape, attacker> => ladder breaker
Which chains are considered? All of them with few enough liberties?
If we only consider the last stone and its neighbors, moves elsewhere
on the board will look disproportionately bad because they "disable"
the ladder searcher.
Peter Drake
http://www.lclark.edu/~drake/
On Jul 31, 2008, at 5:06 PM, terry mcintyre wrote:
From: Peter Drake <[EMAIL PROTECTED]>
Our approach was to read out ladders involving the last stone played.
In the playout (beyond the tree), if the attacker can capture by
continuing a ladder, the attacker plays that move. If the defender
can
escape by running, the defender plays that move. Otherwise, a random
move is played.
A human player would not play "a random move;" the likelihood of a
playing
a ladder-breaker would be high. The opponent would then have to
consider whether to
capture the ladder or respond to the ladder-breaker in some other way.
Higher-level players and those with experience programming Go can
surely offer improvements.
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