Martin Mueller wrote:
I did not realize that his program, even with a large tree, would not be able to recognize the seki. I knew of course that the original Mogo playouts had this problem, but I thought all strong programs had solved it by now...Hello Erik,seki in playouts is still an unsolved problem for Fuego as well. I have tried many times to fix it by disabling selfatari moves. But anything I tried made the program measurably weaker overall.Martin
Crazy Stone now evaluates most usual cases of seki correctly. The way I do it is extremely complicated. I did not measure an improvement in playing strength from that work, but the program does not play weaker either.
I am happy that it now scores every game correctly, and avoids some horrible moves caused by misunderstanding of seki. Also, seki knowledge is necessary to play games with Japanese rules (tournaments in Japan are played with Japanese rules).
The sgf file in attachment contains a variety of interesting seki and non-seki situations that the playouts of Crazy Stone evaluate correctly. I believe it contains all the usual kinds.
Some sekis are so complicated that it is not reasonable to evaluate them in the playouts. That page is fun:
http://senseis.xmp.net/?StrangeSekisMy warning: if you'd like seki knowledge in your playouts, then get ready for headaches.
Rémi
Seki-0004.sgf
Description: application/go-sgf
_______________________________________________ computer-go mailing list [email protected] http://www.computer-go.org/mailman/listinfo/computer-go/
