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
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.
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
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
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
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
: [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
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
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