Another possible reason could be for SIMD (vector) parallel processing. Years 
ago, I was a real-time image processing guy. Some time back, I did a 
back-of-the-envelope design for doing?light playouts on multiple go boards at 
once, on a dedicated parallel processing card. It meant?tiling all these boards 
into a large?image and using standard image processing-type operations. 
Avoiding single-stone suicide looked easy. Avoiding multi-stone suicide looked 
like a can of worms. 

If some one wanted to use, for instance, a graphics card to do fine grained 
parallel processing, permitting multi-stone suicides might be a tempting option.

- Dave Hillis

-----Original Message-----
From: Don Dailey <[EMAIL PROTECTED]>
To: computer-go <[email protected]>
Sent: Tue, 15 Jan 2008 1:43 pm
Subject: Re: [computer-go] On average how many board updates/sec can top Go 
programs do these days?



I think the only reasonable argument for suicide in the play-outs is
speed.  It's possible to improve the speed of play-outs significantly if
you avoid the suicide test.

But I'm convinced that it comes at a price.   Suicide is the best move
very rarely,  and in rule-sets that do not allow it,  it's NEVER the
best move and it makes no sense to include them in the play-outs.  

- Don


Christoph Birk wrote:
>
> On Jan 15, 2008, at 10:00 AM, [EMAIL PROTECTED] wrote:
>
>> Um, by easier I mean faster. Also, I think single point suicide is
>> more likely to lead to infinite loops, depending on your eye-filling
>> rule.
>> - Dave Hillis
>
> I don't understand why anyone would allow suicide in playouts. No
> commonly
> used (in particular CGOS) ruleset allows it.
>
> Christoph
>
> _______________________________________________
> computer-go mailing list
> [email protected]
> http://www.computer-go.org/mailman/listinfo/computer-go/
>
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