Imagine that the output of an analyzer were a small program snippet which dealt with all the various aspects of the semeai.
It would not only suggest the correct response for any move which altered the status of the semeai, but would deal correctly with move n+1, n+2, ... Call it an "autonomous agent." Terry McIntyre <[email protected]> Unix/Linux Systems Administration Taking time to do it right saves having to do it twice. ________________________________ From: Stefan Kaitschick <[email protected]> To: [email protected] Sent: Fri, January 14, 2011 12:31:18 PM Subject: Re: [Computer-go] Semeais Move-response information fits perfectly into the mc flow. But it doesn't fully reflect the logic of a semeai with libs, shared libs, lib extensions, approach moves, and eyes of various sizes. So it can only be of limited value. Incremental updating of information sounds like a idea good though. That might even eliminate or atleast reduce the need for top-level analysis. In any case, just improving the playouts won't be good enough. Semeai information must be available in the tree to reduce useless permutations. Stefan > It is expensive to solve semeai during every playout, but what if semeai >solutions were done once per game move (or even less frequently), and the >information obtained were then amortized over many playouts? > > The top-level analysis would solve the semeai, and create a self-updating set >of move-response triggers. The tricky bit is that the indicated behavior must >correctly adapt to all possible moves during a complete playout, in a manner >which does not interfere with other simultaneous playouts. > Terry McIntyre <[email protected]> _______________________________________________ Computer-go mailing list [email protected] http://dvandva.org/cgi-bin/mailman/listinfo/computer-go
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