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.
Sent from my iPhone
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Peter Drake
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