Jacques BasaldĂșa,

I say that adding superko adds 6% or so for 2 reasons.
About 2% is adding it to the hash table. About 4% is
computing the zobrist hash, which is mainly used for
superko.

Another cost is undo. Superko requires undo, unless
you want store a hash value with each chain of stones.
I am not sure exactly what undo costs, but lets say
5% to 10%.

I do local analysis, so I pay for undo anyways.
But, if you were doing MC only, then you could go 5%
to 15% faster if you remove superko checking and undo.

Michael Wing

> Michael Wing wrote:
> 
> > In my program (which implements undo), the cost of
> > for suicide detection is around 1%, which means it
> > would lose 1.5 ELO points.
> 
> In programs that somehow maintain lists of legal moves
> or even probability distribution functions over the legal 
> moves, avoiding suicide is free. I fact, adding the 
> suicide move to the list would cost.
> 
> > On the other hand detecting superko costs more like
> > 6% or so, which costs 9 or more ELO. So a benefit
> > of 1 ELO for doing superko right may not be worth
> > the cost.
> 
> I guess you mean a bullet proof test from the beginning
> of the game. I only test the last 7 moves (if enabled, 
> it can also be disabled) and that does not cost much.
> 
> The reasons why I use 7 moves are 2:
> 
> * I have never found among strong players a need for
> repetition other that triple ko and double ko on a 
> group with no eyes. (Both are 6 moves long.) My point
> is: If the program is so weak that it does silly 
> repetitions, improve something else. If it is so strong
> that it has the same problems as strong humans, detect
> superko.
> 
> * My hash system can use only half of the hash (32 bits)
> and detect the collision with probability 1. (Because of
> the properties of the keys, you need at least 8 keys 
> for a combination of keys giving zero.)
> 
> A reason I can figure for ignoring repetition in the 
> playouts is: If the playouts are random, it won't happen 
> much anyway. The probability of a repetition of 6 random 
> moves is too small to care about. But in real play it is
> frequently a fight for the game. The player forced to
> avoid the repetition will resign if it is about the 
> life of a big group.
> 
> 
> Jacques.
> 
> 
> _______________________________________________
> computer-go mailing list
> [email protected]
> http://www.computer-go.org/mailman/listinfo/computer-go/
> 



-- 



_______________________________________________
computer-go mailing list
[email protected]
http://www.computer-go.org/mailman/listinfo/computer-go/

Reply via email to