Ivan Dubois wrote: > It has been discussed already on this list. The common approach is to not > even bother to try detect ko in playouts. In case of infinite game (very > rare but happens) you can just put a threshold on the number of moves and > igore the result. Of course you have to detect ko in the tree search part > though.
I found that even with ultra-light playouts, checking for simple ko cost only about 1% in speed. So I think programs might as well include it. -M- _______________________________________________ computer-go mailing list [email protected] http://www.computer-go.org/mailman/listinfo/computer-go/
