[email protected] wrote on 11-06-2009 23:00:56:
>
> I think one approach to scaling playouts is to subdivide the board,
> stipulate the outcome in a fixed part, and do "norman" playout in
> the interesting part. The trick is to do a reasonable subdivision
> in the first place. Imagine an advanced UCT model that conceptually
> behaves like human evaluation, where you try to divine the outcome
> of some local fight (ignoring everything else) as a first pass.
Exactly.
This is more or less the Berlenkamp-approach: divide the board
into subgames, and estimate the "temperature" for each of them.
After that, you can select a plan on how (in which order) you want
to handle the subgames. Which is mostly about ko and sente, but that
is the nature of the game.
IIRC Berlenkamp's approach only applied to endgames, where the whole board
is already occupied, and no more territory can be gained. Extending it
towards
the beginning of the game with "take moyo" or "create new groups" goals
_could_
be doable. (what is the "temperature" of an isolated stone ?)
AvK
Disclaimer RIVM
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