On Mon, May 25, 2009 at 12:31 PM, Dave Dyer <dd...@real-me.net> wrote:
> > > > >And somehow I don't ever see comments anywhere suggesting that this could > be a problem. So what I'd like to know is: is this so trivial that no one > ever mentions it, or are the heuristics that programs use to terminate > playouts so obscure that they are too embarrasing to mention? > > Completely solving a game by search is a special case, because you're > only interested in terminals where the game is over. > > In the more common case, you're only searching to choose the next move, > with no guarantee that it is best. Such playouts are typically depth > limited, but strategies for deciding exactly where to stop can be quite > complex. That is what I found. When I considered trying to build a solver (starting with smaller than 5x5 boards) I ran into this problem and I new much less about go than I know now ,and it stumped me. I still don't know much about the game. - Don > > > > _______________________________________________ > computer-go mailing list > computer-go@computer-go.org > http://www.computer-go.org/mailman/listinfo/computer-go/ >
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