I'm trying to understand what you are saying.  

If a point is illegal for black, are you saying that black can never
play at that point, or are you saying white can never play there?   Or
are you saying neither side can?   

What is the reason for this?   I'm not sure I understand what you are
saying. 

Once I tried something I hoped would speed up play-outs a lot without
hurting the quality.   I  considered all "large" captured points as out
of play.    For instance if white captures a 10 stone group,  it becomes
permanently owned by white and neither side can move there again.    The
assumption is that if you capture a large group,  you will  more than
likely be able to hold that space down.    I tried a few variations of
this, but these things only hurt the program.    I think with more
analysis you might be able to find shortcuts - one example is the mercy
rule which leans on certain assumptions.  

- Don



Harri Salakoski wrote:
>>> Hmm, sorry if this is old subject but does it effect much for playout
>>> quality if I cut playouts for example max 110 moves in 9*9 board?
>> Yes, that will significantly hurt your play-outs.    Do you throw away
>> the results or score it as is?
>>
>> I have a very liberal cutoff on my program - from any position I play to
>> move 81*4 in 9x9  as long as I have played at least 20 moves.
> Aha, sounds fair. I asked that when I noticed that my impl have
> constant 110 moves preventing max playouts. After investigated that
> more that particular case NaruGo project ArrayBoard it really seems
> not to matter, because current implementation throws away empty points
> after point is investigated to be illegal only for other player. That
> I think should be corrected after it is figure out how should that be
> done. Other hand playouts "non-naturally" end more early than 110
> moves regulary because empty points which are illegal for other are
> thrown away(and removed from playable empty points array) and so on
> change for that constant made no big effect. So thats situation no
> clue should I fix that, it seems so painfull to fix as afraid which
> slowdown it makes. But I am sure that atleast in end game
> playouts(which start near end game) all moves should offcourse be
> included, so I have think to use different playout code for playouts
> starting near end or starting early positions. So I should be asking
> is it bad for playouts throw away empty points if those are only
> illegal for other player? I afraid to hear yes it is very bad for
> playout quality :|
>
> t. hArri
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