Stefan Kaitschick wrote:
Stefan Kaitschick wrote:
Maybe a way to do quiescence in go is to trade moves in result-critical
local fights before doing the actual search.
"Local fights" are not entirely local always. It might be better to do
something at the ends of the tree before simulations.
--
Yamato
Yes, trading moves ahead of time would create new problems, even if a fight
really is local.
For example, a move for a semeai might be ladder breaker.
And ofcourse the ko threat balance would be upset.
It's a question of is it more poison or more cure. :-)
There might be some way to create a retraction mechanism for provisional
moves, but I agree it's thorny.
That's why I think that the less radical approach of reducing frequencies of
potential thrashing moves in the move generator might be more tractable.
"ends of the tree before simulations"?
I don't get that. Isn't the simulation allready underway when you arrive at
end nodes?
Stefan
Yamato probably meant at the frontier between random playouts and tree
search. I do something like that in Crazy Stone, too. For instance, if
the last move in the tree was an atari, and a quick tactical analysis
shows that the opponent cannot survive by extending, then the first
random move of the playout should not extend.
Rémi
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