Re: [Computer-go] Seki in playouts

2015-04-19 Thread Igor Polyakov
I just tried this, and included code in the playout to save groups in atari by counter-capturing enemy stones. It still chooses to connect in that situation, so I am going back to passing in playouts. On 2015-04-16 3:41, Aja Huang wrote: On Wed, Apr 15, 2015 at 12:24 PM, Igor Polyakov

Re: [Computer-go] Seki in playouts

2015-04-19 Thread Hiroshi Yamashita
2. Have custom seki logic that will just prevent you from playing a nakade shape against a group that already has an eye Aya does this. But eye recognition is only if string lib is 2 and stones =2. If probability from 3x3 pattern is zero, it is eye. And I also have special logic for this shape.

Re: [Computer-go] Seki in playouts

2015-04-16 Thread valkyria
Interesting position. I am not sure how I exactly handle this is in Valkyria. My code for allowing or disallowing suicide is very complex. As long as special case-handling is only executed when necessary. In this case the pattern with two stones forming a possible eye would be starting point

Re: [Computer-go] Seki in playouts

2015-04-16 Thread Aja Huang
On Wed, Apr 15, 2015 at 12:24 PM, Igor Polyakov weiqiprogramm...@gmail.com wrote: 5. But it misses this because squeezing leads to a few accidental losses in playouts where black plays something that white doesn't respond to My two cents: just prevent the accidental losses in playouts then

[Computer-go] Seki in playouts

2015-04-15 Thread Igor Polyakov
I have an interesting problem with my program. 1. I have self-atari detection, but self-atari is allowed for smaller groups like the two stone group because it can make a nakade. 2. Self-atari detection means that in most playouts the program will let the black player suicide, but it won't let

[computer-go] Seki in playouts

2008-08-12 Thread Martin Mueller
I did not realize that his program, even with a large tree, would not be able to recognize the seki. I knew of course that the original Mogo playouts had this problem, but I thought all strong programs had solved it by now... Hello Erik, seki in playouts is still an unsolved problem for

Re: [computer-go] Seki in playouts

2008-08-12 Thread terry mcintyre
: [computer-go] Seki in playouts I did not realize that his program, even with a large tree, would not be able to recognize the seki. I knew of course that the original Mogo playouts had this problem, but I thought all strong programs had solved it by now... Hello Erik, seki in playouts

Re: [computer-go] Seki in playouts

2008-08-12 Thread RĂ©mi Coulom
Martin Mueller wrote: I did not realize that his program, even with a large tree, would not be able to recognize the seki. I knew of course that the original Mogo playouts had this problem, but I thought all strong programs had solved it by now... Hello Erik, seki in playouts is still an

Re: [computer-go] Seki in playouts

2008-08-12 Thread Erik van der Werf
On Tue, Aug 12, 2008 at 6:18 PM, Martin Mueller [EMAIL PROTECTED] wrote: I did not realize that his program, even with a large tree, would not be able to recognize the seki. I knew of course that the original Mogo playouts had this problem, but I thought all strong programs had solved it by