On Wed, 2007-03-14 at 23:03 -0400, Chris Fant wrote: > I was able to replicate the success (and with more iterations, > failure) of the all-as-first heuristic. But I have not been able to > see an improvement when I prohibit multi-stone suicides (I always > prohibit single-stone suicides). Forgive me, but I am only interested > in your response if you have actually tried allowing multi-stone > suicides while preventing single-stone suicides in your engine, > because feelings and intuition don't trump what I have witnessed in my > two independent engines.
Chris, If you allow multi-stone suicide, it will probably avoid a test that may be expensive in your program, and so it may turn out to be a net improvement in strength per second - especially if your testing proves that it doesn't hurt in any measurable way. - Don > Also, I have been unable to reproduce the benefit of the proximity > heuristic (play adjacent or diagonal to the last move 25% of the time) > in the one engine that I have tried it. Has anyone besides Peter > Drake (it was his paper, right?) reproduced this benefit? > _______________________________________________ > computer-go mailing list > [email protected] > http://www.computer-go.org/mailman/listinfo/computer-go/ _______________________________________________ computer-go mailing list [email protected] http://www.computer-go.org/mailman/listinfo/computer-go/
