To keep changes to the protocol and number of parameters low, wouldn't it be a possibility to consider multiple 'throws' of a frisbee?
So if the engine decides to play a move you have the described arrangement of hitting adjactent fields with probability eps. If this results in a move outside the board or an illegal move, you just repeat until you get a legal move. This could even mean, that you could even use an existing engine without change. You just add the additional step generating the random noise on the moves.
Or is this orthogonal to the envisioned game?
Best regards,
David Peters
Gesendet: Donnerstag, 12. November 2015 um 10:24 Uhr
Von: "Darren Cook" <>
Betreff: Re: [Computer-go] Frisbee Go Simulation
> If one or two of these cells are outside the board the
> move will count as a pass. If the landing cell is occupied by another
> stone the move is also counted as a pass. Illegal moves are also counted
> as pass moves.

Alternatively, the probability could be adjusted for the number of legal
moves. (E.g. taking the easy example of (1,1) on an empty board,and eps
of 0.2, you'd adjust (1,1), (2,1) and (1,2) to each be 1/3 probability).

This does away with the involuntary pass concept. (But if you keep it, I
agree with John Tromp that it is just a wasted move, not able to cause
early game termination.)


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