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 <y...@bd.mbn.or.jp>:

> 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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> Computer-go mailing list
> Computer-go@dvandva.org
> http://dvandva.org/cgi-bin/mailman/listinfo/computer-go
>
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