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/

Reply via email to