Lazarus does full superko in the UCT search - but the play-out only look
at
simple KO.   

In the play-outs, I'm pretty sure infinite play-outs due to not using
superko are possible - even with the randomness.    But I have a limit
on the length of the play-out games because when you use heavy play-outs
the games can occasionally last for hundreds of moves.    The more
randomness you take out of the play-outs the more likely you will get
ridiculously long loops.  Superko would solve this, but it would also
slow down the play-outs significantly.    I see no reason to have the
refinement of superko in a random play-out.

- Don

On Fri, 2007-05-18 at 09:01 -0700, Peter Drake wrote:
> It took me a long time to get around my mental block and accept the
> advice of everyone here, but your intuition is correct: superko is so
> rare, and so expensive to detect, that you should NOT check for it on
> every move.
> 
> 
> Orego's current approach is:
> 
> 
> During search, just maintain a single ko point and ignore superko.
> (There is a maximum number of moves per game to prevent infinitely
> long games.)
> 
> 
> After search, when actually making a move:
> 1) Make a copy of the board
> 2) Compute the Zobrist hash of the current position from scratch
> 3) Check for superko violations (against a stack of previous Zobrist
> hashes for positions in the real game,)
> 4) If there is a violation, go back to the copy and try the next best
> move
> 
> 
> Thanks,
> 
> Peter Drake
> http://www.lclark.edu/~drake/
> 
> 
> 
> 
> 
> On May 17, 2007, at 11:00 PM, Chrilly wrote:
> 
> > > > >
> > > > I have serious problems with KO. UCT-Suzie plays generally
> > > > strong, but makes
> > > > terrible blunders in KO-positions. So far I do not even
> > > > understand the
> > > > problem. Could you describe it more detailed?
> > > > I had also some serious SuperKO problems. UCT-Suzie was very
> > > > "clever" to
> > > > find SuperKOs. We do not check for SuperKO in Alpha-Beta. The
> > > > search is not
> > > > deep enough. Ignoring SuperKO in UCT is for a Hashtable version
> > > > deadly.
> > > > GameStack-Overflow.
> > > > 
> > > > 
> > > > Chrilly
> > > 
> > > 
> > > 
> > > 
> > > So does your hash function consider all previous board states (for
> > > superKo)?  If so, how?  I can think of one way, but I don't use it
> > > since I have a tree that handles the allowable moves independent
> > > of
> > > the hashtable.
> > > 
> > > 
> > When going down a variation the Hash and other Board-State
> > Information like e.g. the KO-Point are stored on a stack. Starting
> > from the current Top of Stack the detection goes down and search for
> > the same hash-key and Ko-Point. Its the "Repeated Position"
> > Detection method of chess. The Gamestack-Pointer is decremented by
> > 2, one can stop, when a non-capturing move is done (in chess its the
> > other way round). One can start 4 Plies from the top of stack. Due
> > to the stoping criterion one has to check only a few entries (most
> > of the time none).
> > If a SuperKO occurs, the position is evaluated by the
> > Material-Balance. BlackCaptures - WhiteCaptures + Komi. Probably a
> > better way is to ignore the result. But I assumed that SuperKO is a
> > rare event and the result has no significant impact on the
> > search-tree.
> > Maybe there is something wrong with this approach and the
> > Ko-Problems I have a related to this simple SuperKO handling. I
> > noticed several times that a direct transformation of chess methods
> > has some subtle flaws.
> > 
> > 
> > Chrilly
> > 
> > 
> > _______________________________________________
> > > computer-go mailing list
> > > [email protected]
> > > http://www.computer-go.org/mailman/listinfo/computer-go/ 
> > 
> > 
> > _______________________________________________
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> 
> 
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