Re: Superko vs transposition table (was Re: [computer-go] Double/Triple Ko situation)

2009-08-07 Thread Folkert van Heusden
 I fixed allowing multiple suicide in playouts, but it didn't make the  
 many wasted playouts go away on Sheppard's position.
 On further investivation, the problem has to do with the interaction  
 between superko and the transposition table.
 Currently, Orego checks only simple ko most of the time. Superko is only 
 checked at the top level, before playing a real move (as opposed to a 
 move in a playout). This means that, within the transposition table, 
 superko can lead to an actual cycle. Orego does have a max number of 
 moves per playout, so it doesn't crash, but it does throw away such 
 playouts.

What is superko?
My program keeps a list of all board-positions and then if it whants to
do a move it checks if the new board-position is in the list. If so, it
throws that move away. Are there other checks I need to do as well?


Folkert van Heusden

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Re: Superko vs transposition table (was Re: [computer-go] Double/Triple Ko situation)

2009-08-07 Thread Nick Wedd
In message 20090807092625.gj15...@vanheusden.com, Folkert van Heusden 
folk...@vanheusden.com writes



What is superko?
My program keeps a list of all board-positions and then if it whants to
do a move it checks if the new board-position is in the list. If so, it
throws that move away. Are there other checks I need to do as well?


Superko involves repeating a previous board position.  Various forms of 
this are forbidden by various rulesets, see

http://www.britgo.org/rules/compare.html#threeKK
What you are doing ensures that your program will never violate any form 
of the rule.


Nick
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Re: Superko vs transposition table (was Re: [computer-go] Double/Triple Ko situation)

2009-08-07 Thread Folkert van Heusden
 What is superko?
 My program keeps a list of all board-positions and then if it whants to
 do a move it checks if the new board-position is in the list. If so, it
 throws that move away. Are there other checks I need to do as well?

 Superko involves repeating a previous board position.  Various forms of  
 this are forbidden by various rulesets, see
 http://www.britgo.org/rules/compare.html#threeKK
 What you are doing ensures that your program will never violate any form  
 of the rule.

Not this one, does it?
Restatement of the ko rule. One may not capture just one stone, if that
stone was played on the previous move, and that move also captured just
one stone.
(from wikipedia)


Folkert van Heusden

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Re: Superko vs transposition table (was Re: [computer-go] Double/Triple Ko situation)

2009-08-07 Thread Don Dailey
On Fri, Aug 7, 2009 at 5:51 AM, Folkert van Heusden
folk...@vanheusden.comwrote:

  What is superko?
  My program keeps a list of all board-positions and then if it whants to
  do a move it checks if the new board-position is in the list. If so, it
  throws that move away. Are there other checks I need to do as well?
 
  Superko involves repeating a previous board position.  Various forms of
  this are forbidden by various rulesets, see
  http://www.britgo.org/rules/compare.html#threeKK
  What you are doing ensures that your program will never violate any form
  of the rule.

 Ah ok!
 Odd is though that CGOS complains about Illegal KO attempted.


Many time CGOS has been accused of calling a move illegal that wasn't - due
to the KO rule.

But so far it has never once been wrong when closely inspected.   So I
challenge you to show me a position where CGOS got this rule wrong!   I'll
give you a small monetary prize if you can :-)Just give the CGOS game
number.

Please note that the KO rule CGOS uses does NOT consider side to move.   For
example if the same exact board configuration repeats that has occurred
previously,  it is a positional superko violation regardless of which color
is to move.  Note that this is different than repetition in chess, where the
same side must be on the move before consider the position as repeated.

Also please note that when you play go there are other ways to define what a
KO violation is.   Players must agree to use the same rules when you sit
down to play any game.CGOS uses the positional superko  KO rule but
it's also possible to play a game of go with the situational superko rule
defined - which DOES take into consider the side to move.

You can find disscussions on situational vs positional superko in the
archives and on the web in other places - essentially there are some who
feel the situational rule is more correct and more fundamental.   I agree
and I consider positional superko a slight complication (although by
definition it is slighly simpler.)   However, even though I feel that way,
I chose positional superko for CGOS because I think it is more standard and
accepted.


- Don






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Superko vs transposition table (was Re: [computer-go] Double/Triple Ko situation)

2009-08-06 Thread Peter Drake
I fixed allowing multiple suicide in playouts, but it didn't make the  
many wasted playouts go away on Sheppard's position.


On further investivation, the problem has to do with the interaction  
between superko and the transposition table.


Currently, Orego checks only simple ko most of the time. Superko is  
only checked at the top level, before playing a real move (as  
opposed to a move in a playout). This means that, within the  
transposition table, superko can lead to an actual cycle. Orego does  
have a max number of moves per playout, so it doesn't crash, but it  
does throw away such playouts.


To fix this, I plan to always check for superko violations. Is this  
what others are doing, or is there another way out?


Peter Drake
http://www.lclark.edu/~drake/



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RE: Superko vs transposition table (was Re: [computer-go] Double/Triple Ko situation)

2009-08-06 Thread David Fotland
I check for superko during the UCT tree part of the search, but just simple
ko during playouts.

-Original Message-
From: computer-go-boun...@computer-go.org
[mailto:computer-go-boun...@computer-go.org] On Behalf Of Peter Drake
Sent: Thursday, August 06, 2009 11:42 AM
To: computer-go
Subject: Superko vs transposition table (was Re: [computer-go] Double/Triple
Ko situation)

I fixed allowing multiple suicide in playouts, but it didn't make the  
many wasted playouts go away on Sheppard's position.

On further investivation, the problem has to do with the interaction  
between superko and the transposition table.

Currently, Orego checks only simple ko most of the time. Superko is  
only checked at the top level, before playing a real move (as  
opposed to a move in a playout). This means that, within the  
transposition table, superko can lead to an actual cycle. Orego does  
have a max number of moves per playout, so it doesn't crash, but it  
does throw away such playouts.

To fix this, I plan to always check for superko violations. Is this  
what others are doing, or is there another way out?

Peter Drake
http://www.lclark.edu/~drake/



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