On Fri, 14 Jan 2011, David Fotland wrote:

Many Faces does something like this, and it does not work well.  Many Faces
includes a static semeai solver with local search, and this is applied in
the tree.  If anyone has many faces you can set up a semeai and ask for
group status.  This shows you the result of the static life/death/strength
analysis, and you can see the kind of semeai it will leave for the playouts.

The problem comes when the tree finds the semeai, and the correct move is
made in the tree to resolve the semeai.  At the exit from the tree, any
semeai on the board has been resolved (in that one side will win by
typically one move).  The tree won't waste extra moves in the semeai, so at
tree exit, the winning side is one move ahead.

Then the playout has no clue about the semeai, and lets the losing side win
perhaps 40% of the time.

As I understand it, the idea was that during the playout, if any move is made by the losing side within the semeai, it triggers an automatic answer to keep
the semeai solved in the same way; and the winning side is forbidden to
play in the semeai otherwise.
(at least because of the semeai, a move chosen by proximity heuristics
or patterns not from the semeai would be OK, I guess.)

Semeai knowledge is required in the playout.  The tree must leave resolved
semeai positions on the board which the playouts can't understand,
introducing a large bias.

Sure.
That was also why it was suggested just to bluntly finish the semeai
before the playout, but maybe that bias is also too big.

Jonas
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