On Sat, 2008-10-11 at 17:01 -0400, Michael Williams wrote:
> Don Dailey wrote:
> >> Speaking of which, wouldn't it be better to limit consecutive Kos instead 
> >> of limiting consecutive 1-stone captures?
> > 
> > Wouldn't this definitely slow down most if not all light implementations
> > and require code changes to existing programs?   My own programs do not
> > really know that a ko exists until it decides to make that specific
> > move.  Then when it tries to play that move the make() routine discovers
> > that it is was a ko and reject it, returning an illegal move value.   
> > 
> > To fix this I would have to test every move just to see if there is a ko
> > situation (although there are no doubt some shortcuts.)
> 
> 
> I detect simple Ko at the time of the legal capture.  I'm curious how you do 
> it at the time of the illegal capture attempt.  How do you tell a legal 
> 1-stone 
> capture from an illegal one?

An illegal one stone capture is a capture of the same stone that was
just used to make a 1 stone capture itself.   I think I got that right. 

Whenever there is a 1 stone capture I flag that and remember it's
location (in the move list stack) but a one stone capture does not imply
a KO and that takes time to test - so I don't test.   So I don't know
that a capture move is a KO and most of the time I don't need to know. 

The next player selects a random move, which MIGHT be a capture attempt
which is illegal due to simple KO.   If it is, only then do I know that
the previous move was a KO.  

I'm slightly confused by the language "ko"  what is a ko?   To me a ko
is illegal so it never happens but I suppose my definition is wrong and
it's any board position where an illegal repetition is possible due to
whatever ko rule is in effect.

- Don
  


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