It's a very difficult problem, but I have something that works reasonably
well.

David

> -----Original Message-----
> From: [EMAIL PROTECTED] 
> [mailto:[EMAIL PROTECTED] On Behalf Of Hideki Kato
> Sent: Wednesday, October 03, 2007 12:27 AM
> To: computer-go
> Subject: Re: [computer-go] IEEE Spectrum article by Deep Blue creator
> 
> 
> David Fotland: <[EMAIL PROTECTED]>:
> >Many Faces does not use null move, but does extensive 
> caching of life 
> >and death and other tactical results.
> 
> The problem of such caching scheme is when and how programs can make 
> correctly the cache be dirty (ie, invalid).  It may be very hard even 
> for human players.
> 
> -gg (Hideki)
> 
> >-----Original Message-----
> >From: [EMAIL PROTECTED]
> >[mailto:[EMAIL PROTECTED] On Behalf Of terry 
> >mcintyre
> >Sent: Tuesday, October 02, 2007 9:21 AM
> >To: computer-go
> >Subject: Re: [computer-go] IEEE Spectrum article by Deep Blue creator
> >
> >
> >----- Original Message ----
> >
> >From: Don Dailey <[EMAIL PROTECTED]>
> >
> >
> >>I think [Hsu] is betting on null move proving - but I'm 
> real skeptical that
> >> it will be effective in Computer Go.   It will indeed 
> reduce the tree
> >> significantly, but this comes at a qualitative price that 
> is not so 
> >>bad  in Chess but is a lot in Go.
> >
> >
> >Hsu also discusses the gains from caching life-and-death analysis of 
> >groups. I suspect that this will greatly reduce 
> computational effort, 
> >once an efficient mechanism is implemented.
> >Existing monte carlo programs cache information about 
> playable/non playable
> >points; when
> >augmented with knowledge about life and death, search should 
> more quickly
> >home in on crucial 
> >lines of play.
> >
> >I've been playing against Mogo the last few weeks. It has a very 
> >interesting style of play, and it often does quite well in tactical 
> >analysis, but sometimes it misses a key move and fails to kill or
> >fails to preserve a large group - game over! A good 
> life-and-death cache
> >would be a definite improvement.
> >
> >Caching parts of trees works better in Go, since 
> well-defined sections 
> >of the board can sometimes be partitioned from the rest of 
> the board. 
> >Where such partitions leak, analysis is likely to be critical;
> >for example, ladders and ladder breakers can extend across the board;
> >invasions often depend on 
> >cutting points halfway across the board. 
> >
> >
> >  _____
> >
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>---- inline file
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--
[EMAIL PROTECTED] (Kato)
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