----- Original Message ----
From: Darren Cook <[EMAIL PROTECTED]>

> Am I confused in my understanding that a weakness of MC evaluation is
> that due to its random play it will miss sequences where there is
 only
> one winning move at each play? ...

> This was exactly the topic I tackled in this article:
> http://dcook.org/compgo/article_the_problem_with_random_playouts.html

> The conclusion is that random playouts are weak, and you need to use
> heavy playouts. But, as Remi explained, when you do that you need to be
> careful not to penalize good moves (self-atari in a nakade) when
> penalizing bad moves (self-atari generally).

Well, Amen to that! 

I've been thinking about this a bit. The machinery to detect a true nakade on a 
move-by-move basis during playouts may be too expensive; it might so slow down 
playouts by one or two orders of magnitude.

But what about doing a top-level analysis of the board just before starting 
playouts, offering some hints
to the more interesting moves? During the middle game, and especially during 
the endgame, top-level 
analysis can provide excellent guidance regarding good and bad plays, I would 
think.

Such guidance has to be fairly subtle, however; it often must take the form of 
"if he plays here, do this, if there, do that."

It also must not be simple pattern matching. If a group has only three enclosed 
liberties, playing the center of three is a good idea. If it has a second eye, 
such a play might not be useful. Factor in ko threats and threats to cut, etc. 








      
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