o much complexity could be removed by not maintaining atari status for strings
(especially for capturing moves) but atari information is essential for my
move generation algorithm (to disallow suicides, etc)
question: does the "do not play in your own eye" selection rule require
atari information? (my guess is yes) follow-up question: do you maintain
atari status incrementally or determine it on demand?
- It first depends on what you call an eye. At least some bots use pseudo-eyes.
Which does not need any information about liberties and status.
Basically : if it is empty and surrounded by friendly stones, it is a
candidate. Then check if it looks like a false eye. If not, this is a pseudo
eye.
This a very good approximation of an eye. And prevent the problem of not
connecting, when a participating string is in atari. I think most fast light
implementation use this definition.
- I checked (very quickly) your code. What would help non cpp speakers like
myself, would be an overview of your algorithm. I think there is a probably a
lot of ways to implements bitmap playout (i tryed at least two very different
ones). So a quick description of the key principle (like your definition of an
eye in the "do not play in your own eye" rule would be neat.
You put this commentary right above the scoring method
/**
* assumptions
* all occupied points are considered alive
* black territory cannot have white neighbors
* no seki
*/
I don't think you should need the "no seki" hypothesis for scoring. I think
most use the following scoring policy :
If an empty intersection is surrouded by friendly stones (no adjacent ennemy or
empty intersection), then this is a point for the surrounding collor.
Any point occupied is a point for the corresponding color.
If you score a final position, and there is a seki, this policy should give
you correct chineese-scoring.
Here is quick description of the bitmap simulator i mostly played with :
Minimal memory signature : maintain only black stone, white stone, and border
(constant) maps between public method calls.
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