Rémi Coulom wrote:
Yes. The recipe is:

- play as usual with Chinese rules,
- take a one-point security margin with respect to komi,
- pass as soon as the opponent passes.

You also have to be careful to score seki the Japanese way in the playouts. This is the most difficult part. If your playouts don't understand seki, then you can just ignore seki, or take more than one point of security margin if you wish to be safe.

I don't think that works even if there is no seki, because what happens if your opponent passes in a position in which there are still unsettled groups? If you blindly pass after the opponent's pass and thereby terminate the game, who will own the unsettled group under Japanese rules?

Here is what Fuego does:

Fuego uses Tromp-Taylor rules internally, which makes scoring of terminal positions after two passes trivial. If the value of the root node is very close to a win after half of the search resources are used (time or node limit), the search aborts early. Then a second search is started that checks if the position is still a win after the player to move plays a pass. If this is so, and the point ownership statistics show that the status of all points is decided (close to 0% or 100%) then the player passes, even if the best move of the first search was not a pass.

The original idea for this was to pass as soon as a position is won and the status of all points is decided, because continuation of play in this situation offends some humans. But as a side effect, it also avoids to lose points if the game is played by Japanese rules. We haven't done anything for dealing with the different scoring of seki in Japanese rules yet.

In reality, the algorithm is a bit more complicated, because there could also be neutral points and Fuego tries to detect them and play moves to fill them. In fact, under some circumstances there are three searches necessary. You can find all details in GoUctPlayer::DoEarlyPassSearch() in Fuego's source code.

- Markus

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