Do you always check it? Would it be faster to hold off on this check
until you realize that you're in a cycle?
On Jul 11, 2008, at 12:06 PM, John Fan wrote:
I guess you missed my message.
I solved this by comparing the current node with its ancestors in
the path. On each walking down the tree, I pass the list of nodes
in the same path. Then I check whether the current node already
appear in the path. If yes, I assign a loss there. To speed it up, I
only check the current node against 6 nodes before it.
It is not perfect or accurate solution for the issue, but it solves
the problem at hand.
On Fri, Jul 11, 2008 at 12:23 PM, John Fan <[EMAIL PROTECTED]> wrote:
I had the same issue in UCT tree. What I did is to check if the
current node is a ko move, then compare it with its latest 6
ancestors. If any match is found, then consider the move is a loss.
So it cuts off the infinite loop.
On Fri, Jul 11, 2008 at 12:08 PM, Peter Drake <[EMAIL PROTECTED]>
wrote:
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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