Yes it is tricky I think my main idea (and I think similar ideas can been found in a couple of papers) is to check for unexpected super ko violations and then one has to mark the path that led to that violations as "dirty" and create a new line in the collision node so that dirty variations has there own node linked to the original transposition node in a linked list, and there is a parent pointer that is used to identify the right node in the linked list. This is what I remember but details were hairy because of the many ways this could happen.

But most of the problems goes away if one uses a good hashing scheme that also makes different capture histories different. I think Erik vand Der Werf has written some good stuff on this issue because it becomes extremely import when you try to solve game on small boards.

-Magnus

Quoting Michael Williams <[email protected]>:

Keeping a real tree is of course tivial.  I guess you mean a way to preserve
the benefits of transposition while also maintaining admisibility.  That
does seem like it would be tricky.



On Fri, Jul 8, 2011 at 9:24 PM, <[email protected]> wrote:

Quoting Michael Williams <[email protected]>:


The Valkyria tree is not a pure tree, because a node can have several
parents if more than one sequence leads to a position.

Best
Magnus



I think this is common, but inadmissable in the strictest sense,
right?  Because the optimal action for a node depends on it's history of
positions thanks to the super ko rule.

What was the word Don used for techniques like this?  I mean techniques
that
are not going to lead to perfect play given infinite time and memory.


Yes, you are right. For the next rewrite of Valkyria I actually think i
rediscovered some algorithm to solve this but it is painfully complicated to
implement.

Luckily it is extremely rare that affect play (I think).

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