Fuego has no trouble with the mercy rule here - I guess our threshold
is high enough. However, it has no clue about how to play out the
nakade shape. So it starts out with 57% wins for White, and it needs
maybe 30K simulations until the search pushes it below 50%. Then the
score keeps dropping continually. It is actually a nice example of how
search can fix bad playouts in Fuego.
Fuego has an effective rule for "stretched" nakade shapes, such as 3
in a row, T or +. It simply moves the single-stone selfataries to the
adjacent point. However, it cannot handle the bulky shapes such as in
Brian's example - it just plays the first move randomly, then usually
a Mogo-style pattern matches, which makes it likely that two eyes will
be created. How do others handle such cases in the playouts?
Martin
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