Self-atari is never referred to as suicide. Let's not start now. But you're right self-atari in the playouts is a more interesting topic. You have to allow
it sometimes because it is the correct move sometimes.
John Fan wrote:
A question on this topic. When we discuss about suicide, are we
referring to the real suicide, or self-atari? I think in some
discussions it is referring to the real suicide. In other discussions,
seems to be referring to self-atarai.
If we are talking about real suicide, I do not see any point to allow
the real suicide in the play out. What would be the gain if we allow the
real suicide in the play out. I think its only effect is to introduces
more board repetition and more moves in the playout. In very very rare
cases a real suicide move is beneficial.
If we are talking about the self-atari, that's a more interesting topic.
I find it is very hard to tune. A lot of games of my engine are lost due
to completely insane self-atari moves in the early games. Even I have
policy to disfavor the self-atari moves, those moves just keep surfacing
out.
On Jan 18, 2008 9:28 AM, Michael Williams <[EMAIL PROTECTED]
<mailto:[EMAIL PROTECTED]>> wrote:
So it's possible to create a triple-ko repetition, take that move
sequence and find a non-triple-ko situation that uses the exact same
repeated move sequence?
A van Kessel wrote:
>> An alternative to matching board hashes is to test for repeated
move sequences.
> No. repeated position != repeated sequence.
>
> Since one stone is added to the board with each move,
> a repetition can only exist between two moves if exactly that number
> of stones was captured inbetween (+- pass moves)
> So you only have to check the positions in the game-stack
> where exactly the same number of black,white stones is on the board
> HTH,
> AvK
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