My sense is that most programs ignore superko except for checking right before a "real" move (as opposed to a playout move) is played.

The way out of the infinite loop is to set a maximum number of moves in a playout; abort the playout if you reach this threshold.

On Jul 11, 2008, at 9:03 AM, Jason House wrote:

I tracked down a rare hang/crash in my bot and I'm curious how others handle this.

I use simple ko state as part of my hash lookup, but I don't use super ko. I can't store the whole graph history because then there would be no transpositions at all. I can't really update legal moves to exclude super ko because the super ko legality changes based on how a node is reached.

In particular, a deterministic algorithm like UCT can get caught in an infinite loop. My random playouts may take a bit longer from super ko, but it gets quickly resolved.

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Peter Drake
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