On 06/06/2012 13:43, Folkert van Heusden wrote:
Should a bot understand and handle super ko to be able to play on CGOS?
There have been known incidents of bots playing, wanting to play a superko.
This move was rejected by the server, causing the bot to time-out, in an
otherwise favorable position.
It might be possible to ignore superko, and in case the best move
causes a superko
and is rejected to play the second best move etc. until a non-superko
move is encountered.
This could cause a lot of extra computation time in an otherwise illegal move.
Moreover it could cause your MC tree to cycle through a superko.
Experiments would have to show whether the gained computation time is
worth the risk.
Came up with it as kgs seems to do the super go rule.
You write "the superko rule". Unfortunately there are several superko
rules. See http://www.weddslist.com/kgs/past/superko.html which
describes the four I know of.
Nick
...
Hmmm, looking at my code (wrote it in 2009, forgot everything about
it), it seems my 'isKO()'-method is actually more of a 'isSuperKO()'.
Weren't there some other rules to be able to let your bot play in kgs?
Google can't find them for me.
_______________________________________________
Computer-go mailing list
[email protected]
http://dvandva.org/cgi-bin/mailman/listinfo/computer-go
--
Nick Wedd
[email protected]
_______________________________________________
Computer-go mailing list
[email protected]
http://dvandva.org/cgi-bin/mailman/listinfo/computer-go