In this game, there was a big semeai on the left side. The result
was a won
position for Aya, but both Aya and ManyFaces thought that ManyFaces
had won
(or perhaps that it was a semeai), so eventually Aya resigned before
it was
played out.
This position reminds me a similar situation in the game between Zen
and Mogo in last TAAI tournament,
http://files.gokgs.com/games/2010/11/18/mogobot5-DeepZen19.sgf
It was Zen's big win, but it lost by misreading the "simple" semeai
at the top-left corner. At move 351, Zen played D19 capture and the
semeai became seki. But if Zen played D17 connect instead, it was
ahead by around 50 points.
Aja
That's a great example. The position is extremely simple, except for the
semeai.
The losing move creates liberties, while the winning move seems to do
nothing.
In this case there must have been specific rules in place to outlaw the
correct move.
Even a very shallow search would have quickly confirmed success.
As to the problem of smarter playouts, has something along the lines of
the "killer heuristic"(the most successful response sofar to a specific
move) , used in chess programming, been tried?
There's a lot more housekeeping than with RAVE and AMAF, but I can't
believe it hasn't been tried.
Maybe the effort could be reduced by only storing the
response-successrates of the 5*5 surrounding area, or something like that.
Anyways, I haven't even heard of a failed attempt, which is a little
strange to me.
Stefan
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