I have a question: what exactly is the horizon effect in the context of mc go? This paper seems to see it mainly as the problem, that threats will not always be properly answered in the playout. I thought that the horizon effect was about pushing an unwanted, but unavoidable result out of the tree by interposing ko threat type moves in the tree.

The problem is that the horizon effect is felt also without ko threats:
let there be a lost semeai on the board.
The tree sees that it is lost, so it does not play there. No need for a
ko threat or anything, this is just a cold area, and should not be
played at (at least not until a ko fight or some special circumstance).
So that the semeai is solved during the playouts, with a random result.
Hence the evaluation function explodes...

Jonas
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