This one's a long shot. If you get the simple ko rule a little bit wrong,
you can run into a situation where a move that was illegal for black doesn't
get reset correctly and white isn't allowed to move there either. This can lead
to endless triple kos.
_ Dave Hillis
-----Original Message-----
From: [EMAIL PROTECTED]
To: [email protected]
Sent: Thu, 8 Feb 2007 11:24 AM
Subject: Re: [computer-go] Suicide in MC playouts
Sounds like a bug. The randomness of the moves should make infinite loops
fairly rare (though not impossible) and your average game length should be
close to 100 moves.
It's a good idea to step through playout games one move at a time. Also to
run a lot of games, stopping to look at the final game state. And also to
switch to step-at-a-time mode when/if a game has run more than 120 moves to
examine what is causing the repetition. I've caught quite a few mystifying bugs
this way. Are you implementing simple ko? Have you added some tactical rule
like "always make a capture if you can?"
- Dave Hillis
-----Original Message-----
From: [EMAIL PROTECTED]
To: [email protected]
Sent: Thu, 8 Feb 2007 10:45 AM
Subject: [computer-go] Suicide in MC playouts
When I added code to by bot to prohibit single-stone suicide in the MC
playouts, I saw about a 200 ELO point gain plus an increase in pps due
to the shorter games. I did not need to limit game length to 2x board
area.
When I added code to also prohibit multi-stone suicides in the MC
playouts, I saw the appearance of infinitely long games due to
unrestricted board repetition. So I then had to add the 2x board area
limit. But I also saw a significant drop in strength and a
significant drop in pps.
I understand that allowing multi-stone suicide seems like a bad idea,
but because it makes board repetition much more unlikely, it seems
like a good idea.
Do I have a bug? Has anyone else actually tried prohibiting
single-stone suicide while allowing multi-stone suicide?
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