It's not much more difficult to score Japanese (vs Chinese) with MCTS.  You
still have to implement seki in the playouts to score the end of a game.  I
agree with you that if I were starting from scratch I'd write an MCTS
solver.  Still hundreds of hours of work.

> -----Original Message-----
> From: [email protected] [mailto:computer-go-
> [email protected]] On Behalf Of Michael Williams
> Sent: Sunday, November 28, 2010 7:16 AM
> To: [email protected]
> Subject: Re: [Computer-go] I need an off-the-shelf final position
> live/dead evaluator
> 
> On Sun, Nov 28, 2010 at 4:15 AM, Dave Dyer <[email protected]> wrote:
> > At 10:39 PM 11/27/2010, David Fotland wrote:
> >>Accurate scoring, even at the end of a game, is very difficult.  You
> have to
> >>read accurately, and evaluate semeai and seki.
> >
> > Yup.  I spent years developing the capability to score endgames
> > at the point where humans typically leave them.  Getting within
> > a few points of correct 95% of the time is achievable.  The other
> > 5% you will either make whopper mistakes or never terminate.
> >
> > This is now pretty old, but I don't know of any more recent or better
> > results. http://www.andromeda.com/people/ddyer/go/scoring-games.html
> 
> No one here or at that link mentions whether they are talking about
> Chinese scoring or Japanese scoring.  It seems that the there would be
> a significant difference.  For insnance, if I wanted to score a
> Chinese endgame starting with no code, I would probably write an MCTS
> move generator that played the game to the bitter end and then score
> it using simple area counting.  But you can't do the same thing with
> Japanese scoring.
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