RE: [computer-go] Complicated seki with Ko

2009-07-01 Thread David Fotland
Many Faces recognizes simple sekis in playouts.  It's pretty important to
play well, since a lot of corner situations end in seki (when played poorly
by the playouts).

 -Original Message-
 From: computer-go-boun...@computer-go.org [mailto:computer-go-
 boun...@computer-go.org] On Behalf Of Jason House
 Sent: Tuesday, June 30, 2009 10:25 AM
 To: computer-go
 Subject: Re: [computer-go] Complicated seki with Ko
 
 Is it possible to explicitly use a monospace font? I can't read your
 board positions.
 
 I haven't heard of any handling of seki in playouts except for Remi's
 CrazyStone. I don't think he's ever given specifics on how he did it.
 Maybe he'll respond to your e-mail?
 
 Sent from my iPhone
 
 On Jun 26, 2009, at 1:37 PM, Brian Sheppard sheppar...@aol.com
 wrote:
 
  Here is a position that exposed some bugs in Pebbles. Maybe it will
  help
  you.
 
   1 2 3 4 5 6 7 8 9
  A - O - O X - - X -
  B - X O - O X - O O
  C - O O - O - X O -
  D X X X O O O O O O
  E - O X X X O X O O
  F - - O X O X X X X
  G - - X X O O X X -
  H - O X O - O O X X
  J - O X O O - X - X
  X to play.
 
  X is already doomed in this position. The bottom O group is in a seki
  with the X group at right. O cannot play J6 self-atari. X cannot fill
  in J8 and then play J6, and after X J6, O captures and X cannot
  recapture.
  So it will be dual life. Because the top of the board is O's, O have
  more than half the board, even without komi.
 
  The playouts have to handle certain issues well in order to find that.
  The first point is to filter out plays that make self-atari on large
  groups. This will cause the rest of the board to fill up until only
  the seki remains.
 
  The the playout will be in a position like the following:
 
   1 2 3 4 5 6 7 8 9
  A - O - O O - O O -
  B O - O - O O - O O
  C - O O - O - O O -
  D X X X O O O O O O
  E - X X X X O X O O
  F X X - X O X X X X
  G X - X X O O X X -
  H X X X O - O O X X
  J X - X O O - X - X
  X to play.
 
  Pebbles does not detect superko in playouts, so this position will
  loop
  forever with J6/J8/J7/pass. In Pebbles, infinite games were scored as
  draws. I changed that to give the win to O on the basis of its
  preponderance
  of material. (No doubt that will bite me at some point.)
 
  Even if we detect the superko repetition, it seems to me that we are
  only
  getting the right answer by accident. For instance, if X plays J6 then
  after J8/J7 there is no move for X, so X has self-ataried himself.
 
  Another possibility if to see that X's J6 is atari and also self-
  atari, so
  X can look for the approach move. In this case X would play J8
  instead of J6
  which avoids the ko. Then the seki is obvious.
 
  How do other programs handle this case?
 
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RE: [computer-go] Complicated seki with Ko

2009-07-01 Thread David Fotland
With X to move, Many Faces immediately gives about a 1% win rate, and after
a few seconds, resigns, showing 23742 playouts with 0.5% win rate.  10 ply
principal variation, staring with A7.  I don't have any special code to
detect superko or give-2, get-1 in playouts, but the playouts don't generate
self- atari moves in a seki, so I think it never tries J6 for either side.

David

 -Original Message-
 From: computer-go-boun...@computer-go.org [mailto:computer-go-
 boun...@computer-go.org] On Behalf Of Brian Sheppard
 Sent: Friday, June 26, 2009 10:37 AM
 To: computer-go@computer-go.org
 Subject: [computer-go] Complicated seki with Ko
 
 Here is a position that exposed some bugs in Pebbles. Maybe it will help
 you.
 
   1 2 3 4 5 6 7 8 9
 A - O - O X - - X -
 B - X O - O X - O O
 C - O O - O - X O -
 D X X X O O O O O O
 E - O X X X O X O O
 F - - O X O X X X X
 G - - X X O O X X -
 H - O X O - O O X X
 J - O X O O - X - X
 X to play.
 
 X is already doomed in this position. The bottom O group is in a seki
 with the X group at right. O cannot play J6 self-atari. X cannot fill
 in J8 and then play J6, and after X J6, O captures and X cannot recapture.
 So it will be dual life. Because the top of the board is O's, O have
 more than half the board, even without komi.
 
 The playouts have to handle certain issues well in order to find that.
 The first point is to filter out plays that make self-atari on large
 groups. This will cause the rest of the board to fill up until only
 the seki remains.
 
 The the playout will be in a position like the following:
 
   1 2 3 4 5 6 7 8 9
 A - O - O O - O O -
 B O - O - O O - O O
 C - O O - O - O O -
 D X X X O O O O O O
 E - X X X X O X O O
 F X X - X O X X X X
 G X - X X O O X X -
 H X X X O - O O X X
 J X - X O O - X - X
 X to play.
 
 Pebbles does not detect superko in playouts, so this position will loop
 forever with J6/J8/J7/pass. In Pebbles, infinite games were scored as
 draws. I changed that to give the win to O on the basis of its
 preponderance
 of material. (No doubt that will bite me at some point.)
 
 Even if we detect the superko repetition, it seems to me that we are only
 getting the right answer by accident. For instance, if X plays J6 then
 after J8/J7 there is no move for X, so X has self-ataried himself.
 
 Another possibility if to see that X's J6 is atari and also self-atari, so
 X can look for the approach move. In this case X would play J8 instead of
 J6
 which avoids the ko. Then the seki is obvious.
 
 How do other programs handle this case?
 
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RE: [computer-go] Re: fuego strength

2009-07-01 Thread David Fotland
Is cgos working?  It tried putting Many faces on 19x19 a few days ago.  It
logged it on, and told it there would be a new match later, but there were
two programs on and it kept playing them against each other over and over
without scheduling ManyFaces, so after a few hours I killed it.

David

 -Original Message-
 From: computer-go-boun...@computer-go.org [mailto:computer-go-
 boun...@computer-go.org] On Behalf Of Thomas Lavergne
 Sent: Friday, June 26, 2009 12:22 AM
 To: computer-go
 Subject: Re: [computer-go] Re: fuego strength
 
 On Wed, Jun 24, 2009 at 12:39:05PM -0400, Jason House wrote:
  That raises an interesting point. I've also put bots up in a setup and
  forget scenario, but inevitably the bit is off of CGOS within a few days
  and I had no idea when it went down.
 
  What's the right way to solve this issue so such altruistic bots can be
  more easilly maintained? This may also help the anchor absence issue
too.
 
 If cgosclient not only stall but really crash (due to itself, your
 program or more probably a network failure) you can just put it in
 script with a loop :
 
 runme.sh:
   #!/bin/sh
   while true
   do
   cgosclient
   done
 
 I've done this in the past and it works well. I suppose you
 can do something similar on Windows, but as I know almost anything about
 windows I can't you for it.
 
 I recomand putting a 'mail' in the loop for sending you informations
 about the crash. And to be gently with the server, adding a 'sleep x' in
 order to wait a bit before reconnecting.
 
 Tom
 
 --
 Thomas LavergneEntia non sunt multiplicanda praeter
  necessitatem. (Guillaume d'Ockham)
 thomas.laver...@reveurs.orghttp://oniros.org
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Re: [computer-go] Scoring - step function or sigmoid function?

2009-07-01 Thread Christian Nentwich

Darren,

this sounds like a good insight, but only if a very large number of 
playouts have been performed. By contrast, the original poster writes:


 But in the opening, where the scoring
leaves are 300 moves away from the root, surely a putative half point
win doesn't translate to a significant advantage, where as a 100

This I don't buy. If the scoring leaves are 300 moves away, any random 
playout is way too unreliable to take the score into account. You might 
as well generate a score randomly. It could be a 100 point win on the 
first and 100 point loss on the second. In that case, it will be much 
safer to use Fuego's approach of slightly modifying the playout score 
from [0.0,1.0] to [0.0+s,1.0-s] where s depends on the size of the win 
relative to the board size.


It is also worth bearing in mind - again, only if the state space was 
only very superficially searched - that winning by large margins can 
entail taking large risks. Human players do that only when behind and 
otherwise actively seek the safer route.


Christian


On 01/07/2009 04:23, Darren Cook wrote:

It seems to be surprisingly difficult to outperform the step function
  when it comes to mc scoring. I know that many surprises await the mc
adventurer, but completely discarding the final margin of victory
just can't be optimal. ...
an mc program, holding on to a half point victory in the endgame,  is
a thing of beauty and terror. But in the opening, where the scoring
leaves are 300 moves away from the root, surely a putative half point
win doesn't translate to a significant advantage, where as a 100
point win would.
 


I had a breakthrough in my understanding of why it is surprisingly
difficult to outperform the step function when analyzing some 9x9 games
with Mogo and ManyFaces. Let's see if I can extract that insight into
words...

I observed that in many situations I could map the winning percentage to
the final score. E.g.
   50-55%: 0.5pt
   55-60%: 1.5pt
   60-65%: 2.5pt
   etc.

It wasn't as clear cut as that. In fact what I was actually noticing was
if I made a 1pt error the winning percentage for the opponent often
jumped by, say, 5%.

Thinking about why... In a given board position moves can be grouped
into sets: the set of correct moves, the set of 1pt mistakes, 2pt
mistakes, etc. Let's assume each side has roughly the same number of
moves each in each of these groupings.

If black is winning by 0.5pt with perfect play, then mistakes by each
side balance out and we get a winning percentage of just over 50%. If he
is winning by 1.5pt then he has breathing space and can make an extra
mistake. Or in other words, at a certain move he can play any of the
moves in the correct moves set, or any of the moves in the 1pt
mistakes set, and still win. So he wins more of the playouts. Say 55%.
If he is winning by 2.5pts then he can make one 2pt mistakes or two 1pt
mistakes (more than the opponent) and still win, so he wins more
playouts, 60% perhaps. And so on.

My conclusion was that the winning percentage is more than just an
estimate of how likely the player is to win. It is in fact a crude
estimator of the final score.

Going back to your original comment, when choosing between move A that
leads to a 0.5pt win, and move B that leads to a 100pt win, you should
be seeing move B has a higher winning percentage.

Darren

   


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RE: [computer-go] Passing and RAVE/AMAF

2009-07-01 Thread David Fotland
I use Many Faces' knowledge.  If the Many Faces engine says the game is in
endgame and there are no dame left, then pass is enabled in that node of the
UCT search.  The game is in endgame if enough moves have been played, and
all groups are settled (either alive or dead).

 The question is, what about passing? That presumably doesn't get
 counted as a good future move in AMAF, so how can passing gain wins
 (or runs, for that matter) when it's the right move (e.g., when there
 is a seki on the board)?
 
 Peter Drake
 http://www.lclark.edu/~drake/
 
 
 
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[computer-go] Complicated seki with Ko

2009-07-01 Thread Brian Sheppard
With X to move, Many Faces immediately gives about a 1% win rate, and after
a few seconds, resigns, showing 23742 playouts with 0.5% win rate.  10 ply
principal variation, staring with A7.  I don't have any special code to
detect superko or give-2, get-1 in playouts, but the playouts don't
generate
self- atari moves in a seki, so I think it never tries J6 for either side.

How does MF recognize that it is a seki without analyzing what happens in
the ko?
The eye on H5 is false if X can fill J6, so it is premature to use the both
sides have an eye with only shared liberties rule.

   1 2 3 4 5 6 7 8 9
 A - O - O X - - X -
 B - X O - O X - O O
 C - O O - O - X O -
 D X X X O O O O O O
 E - O X X X O X O O
 F - - O X O X X X X
 G - - X X O O X X -
 H - O X O - O O X X
 J - O X O O - X - X
 X to play.

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Re: [computer-go] Re: fuego strength

2009-07-01 Thread Don Dailey
It is working.   That is pretty odd that it would not get scheduled.

As for the new server,  I want to do a test and then a switchover soon, the
code is in a state where it is usable.It will not schedule the same
pairing twice in a row unless those are the only 2 players.

I do not want to put it up until I can be highly available in case there
are troubles.  This weekend I will be out Fri-Sun and I'll be away today and
tomorrow - so it will be next week.   But I'm eager to get it going and I
hope a lot of people will help me test it.

- Don




On Wed, Jul 1, 2009 at 2:18 AM, David Fotland fotl...@smart-games.comwrote:

 Is cgos working?  It tried putting Many faces on 19x19 a few days ago.  It
 logged it on, and told it there would be a new match later, but there were
 two programs on and it kept playing them against each other over and over
 without scheduling ManyFaces, so after a few hours I killed it.

 David

  -Original Message-
  From: computer-go-boun...@computer-go.org [mailto:computer-go-
  boun...@computer-go.org] On Behalf Of Thomas Lavergne
  Sent: Friday, June 26, 2009 12:22 AM
  To: computer-go
  Subject: Re: [computer-go] Re: fuego strength
 
  On Wed, Jun 24, 2009 at 12:39:05PM -0400, Jason House wrote:
   That raises an interesting point. I've also put bots up in a setup and
   forget scenario, but inevitably the bit is off of CGOS within a few
 days
   and I had no idea when it went down.
  
   What's the right way to solve this issue so such altruistic bots can be
   more easilly maintained? This may also help the anchor absence issue
 too.
 
  If cgosclient not only stall but really crash (due to itself, your
  program or more probably a network failure) you can just put it in
  script with a loop :
 
  runme.sh:
#!/bin/sh
while true
do
cgosclient
done
 
  I've done this in the past and it works well. I suppose you
  can do something similar on Windows, but as I know almost anything about
  windows I can't you for it.
 
  I recomand putting a 'mail' in the loop for sending you informations
  about the crash. And to be gently with the server, adding a 'sleep x' in
  order to wait a bit before reconnecting.
 
  Tom
 
  --
  Thomas LavergneEntia non sunt multiplicanda praeter
   necessitatem. (Guillaume d'Ockham)
  thomas.laver...@reveurs.orghttp://oniros.org
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Re: [computer-go] Complicated seki with Ko

2009-07-01 Thread Magnus Persson
Valkyria behaves the same as Many Faces in this position. It sees  
maximum 1% winrate for Black.


The seki is not really detected by Valkyria, J6 is simply pruned for  
both players. For white it is just stupid suicide with too many  
stones. For black I think I prune this kind of two stone suicide  
always no matter what the situation is (exception is ko). These  
prunings are probably wrong in some extremely rare cases.


Valkyria handles most simple cases of seki, including bent 4 in the  
corner, and recently seki where false eyes are true eyes because of  
seki.


In general one does not need to make sure it is seki to prune stupid  
suicidal move or prune filling in false eyes that are could become  
real eyes in seki. One just has to prunes moves that looks stupid at  
the moment, and sort of postpone things. If the situation never change  
then it is a seki.


X cannot fill J6 so in my way of seeing H5 is a real eye.

A nice but computationally complex feature of the board representation  
of Valkyria is that all points that are suicidal or illegal are known  
at all times for sure. This makes it much easier to analyze these kind  
of situations.


Best
Magnus


Quoting Brian Sheppard sheppar...@aol.com:


With X to move, Many Faces immediately gives about a 1% win rate, and after
a few seconds, resigns, showing 23742 playouts with 0.5% win rate.  10 ply
principal variation, staring with A7.  I don't have any special code to
detect superko or give-2, get-1 in playouts, but the playouts don't

generate

self- atari moves in a seki, so I think it never tries J6 for either side.


How does MF recognize that it is a seki without analyzing what happens in
the ko?
The eye on H5 is false if X can fill J6, so it is premature to use the both
sides have an eye with only shared liberties rule.


  1 2 3 4 5 6 7 8 9
A - O - O X - - X -
B - X O - O X - O O
C - O O - O - X O -
D X X X O O O O O O
E - O X X X O X O O
F - - O X O X X X X
G - - X X O O X X -
H - O X O - O O X X
J - O X O O - X - X
X to play.


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--
Magnus Persson
Berlin, Germany
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RE: [computer-go] Complicated seki with Ko

2009-07-01 Thread David Fotland
X can't fill J6 because that would be suicide.  For the moment, H5 is an
eye.

David

 -Original Message-
 From: computer-go-boun...@computer-go.org [mailto:computer-go-
 boun...@computer-go.org] On Behalf Of Brian Sheppard
 Sent: Wednesday, July 01, 2009 4:09 AM
 To: computer-go@computer-go.org
 Subject: [computer-go] Complicated seki with Ko
 
 With X to move, Many Faces immediately gives about a 1% win rate, and
 after
 a few seconds, resigns, showing 23742 playouts with 0.5% win rate.  10
ply
 principal variation, staring with A7.  I don't have any special code to
 detect superko or give-2, get-1 in playouts, but the playouts don't
 generate
 self- atari moves in a seki, so I think it never tries J6 for either
side.
 
 How does MF recognize that it is a seki without analyzing what happens in
 the ko?
 The eye on H5 is false if X can fill J6, so it is premature to use the
 both
 sides have an eye with only shared liberties rule.
 
1 2 3 4 5 6 7 8 9
  A - O - O X - - X -
  B - X O - O X - O O
  C - O O - O - X O -
  D X X X O O O O O O
  E - O X X X O X O O
  F - - O X O X X X X
  G - - X X O O X X -
  H - O X O - O O X X
  J - O X O O - X - X
  X to play.
 
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Re: [computer-go] Complicated seki with Ko

2009-07-01 Thread Michael Williams

Suicide?  Do you mean self-atari?  But there must be more to it than that 
because you don't have a rule that prevents all self-atari, right?

David Fotland wrote:

X can't fill J6 because that would be suicide.  For the moment, H5 is an
eye.

David


-Original Message-
From: computer-go-boun...@computer-go.org [mailto:computer-go-
boun...@computer-go.org] On Behalf Of Brian Sheppard
Sent: Wednesday, July 01, 2009 4:09 AM
To: computer-go@computer-go.org
Subject: [computer-go] Complicated seki with Ko


With X to move, Many Faces immediately gives about a 1% win rate, and

after

a few seconds, resigns, showing 23742 playouts with 0.5% win rate.  10

ply

principal variation, staring with A7.  I don't have any special code to
detect superko or give-2, get-1 in playouts, but the playouts don't

generate

self- atari moves in a seki, so I think it never tries J6 for either

side.

How does MF recognize that it is a seki without analyzing what happens in
the ko?
The eye on H5 is false if X can fill J6, so it is premature to use the
both
sides have an eye with only shared liberties rule.


  1 2 3 4 5 6 7 8 9
A - O - O X - - X -
B - X O - O X - O O
C - O O - O - X O -
D X X X O O O O O O
E - O X X X O X O O
F - - O X O X X X X
G - - X X O O X X -
H - O X O - O O X X
J - O X O O - X - X
X to play.

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[computer-go] Complicated seki with Ko

2009-07-01 Thread Brian Sheppard
For black I think I prune this kind of two stone suicide  
always no matter what the situation is (exception is ko). These  
prunings are probably wrong in some extremely rare cases.

How can you tell the difference between this kind of two-stone
self-atari, and a self-atari of two stones within an opponent's
big eye, which could be necessary for lifedeath?

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RE: [computer-go] Complicated seki with Ko

2009-07-01 Thread David Fotland
Sorry, yes, I meant self atari.  Yes, there is more to it :)

 -Original Message-
 From: computer-go-boun...@computer-go.org [mailto:computer-go-
 boun...@computer-go.org] On Behalf Of Michael Williams
 Sent: Wednesday, July 01, 2009 7:47 AM
 To: computer-go
 Subject: Re: [computer-go] Complicated seki with Ko
 
 Suicide?  Do you mean self-atari?  But there must be more to it than that
 because you don't have a rule that prevents all self-atari, right?
 
 David Fotland wrote:
  X can't fill J6 because that would be suicide.  For the moment, H5 is an
  eye.
 
  David
 
  -Original Message-
  From: computer-go-boun...@computer-go.org [mailto:computer-go-
  boun...@computer-go.org] On Behalf Of Brian Sheppard
  Sent: Wednesday, July 01, 2009 4:09 AM
  To: computer-go@computer-go.org
  Subject: [computer-go] Complicated seki with Ko
 
  With X to move, Many Faces immediately gives about a 1% win rate, and
  after
  a few seconds, resigns, showing 23742 playouts with 0.5% win rate.  10
  ply
  principal variation, staring with A7.  I don't have any special code
to
  detect superko or give-2, get-1 in playouts, but the playouts don't
  generate
  self- atari moves in a seki, so I think it never tries J6 for either
  side.
  How does MF recognize that it is a seki without analyzing what happens
 in
  the ko?
  The eye on H5 is false if X can fill J6, so it is premature to use the
  both
  sides have an eye with only shared liberties rule.
 
1 2 3 4 5 6 7 8 9
  A - O - O X - - X -
  B - X O - O X - O O
  C - O O - O - X O -
  D X X X O O O O O O
  E - O X X X O X O O
  F - - O X O X X X X
  G - - X X O O X X -
  H - O X O - O O X X
  J - O X O O - X - X
  X to play.
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RE: [computer-go] Re: fuego strength

2009-07-01 Thread David Fotland
I just tried again and it's working now, so Many Faces is on 19x19, running
an older version on a slow computer 1.6 Ghz Pentium M.  I don't use this
computer, so it should stay up.  Let me know if it drops off and I can
restart it.

 

David

 

From: computer-go-boun...@computer-go.org
[mailto:computer-go-boun...@computer-go.org] On Behalf Of Don Dailey
Sent: Wednesday, July 01, 2009 4:55 AM
To: computer-go
Subject: Re: [computer-go] Re: fuego strength

 

It is working.   That is pretty odd that it would not get scheduled.   

As for the new server,  I want to do a test and then a switchover soon, the
code is in a state where it is usable.It will not schedule the same
pairing twice in a row unless those are the only 2 players.   

I do not want to put it up until I can be highly available in case there
are troubles.  This weekend I will be out Fri-Sun and I'll be away today and
tomorrow - so it will be next week.   But I'm eager to get it going and I
hope a lot of people will help me test it.

- Don





On Wed, Jul 1, 2009 at 2:18 AM, David Fotland fotl...@smart-games.com
wrote:

Is cgos working?  It tried putting Many faces on 19x19 a few days ago.  It
logged it on, and told it there would be a new match later, but there were
two programs on and it kept playing them against each other over and over
without scheduling ManyFaces, so after a few hours I killed it.


David

 -Original Message-
 From: computer-go-boun...@computer-go.org [mailto:computer-go-

 boun...@computer-go.org] On Behalf Of Thomas Lavergne
 Sent: Friday, June 26, 2009 12:22 AM
 To: computer-go
 Subject: Re: [computer-go] Re: fuego strength


 On Wed, Jun 24, 2009 at 12:39:05PM -0400, Jason House wrote:
  That raises an interesting point. I've also put bots up in a setup and
  forget scenario, but inevitably the bit is off of CGOS within a few days
  and I had no idea when it went down.
 
  What's the right way to solve this issue so such altruistic bots can be
  more easilly maintained? This may also help the anchor absence issue
too.

 If cgosclient not only stall but really crash (due to itself, your
 program or more probably a network failure) you can just put it in
 script with a loop :

 runme.sh:
   #!/bin/sh
   while true
   do
   cgosclient
   done

 I've done this in the past and it works well. I suppose you
 can do something similar on Windows, but as I know almost anything about
 windows I can't you for it.

 I recomand putting a 'mail' in the loop for sending you informations
 about the crash. And to be gently with the server, adding a 'sleep x' in
 order to wait a bit before reconnecting.

 Tom

 --
 Thomas LavergneEntia non sunt multiplicanda praeter
  necessitatem. (Guillaume d'Ockham)
 thomas.laver...@reveurs.orghttp://oniros.org
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Re: [computer-go] Complicated seki with Ko

2009-07-01 Thread Magnus Persson
In this case one needs to check that after the two stones are captured  
the capturing single stone can be recaptured bringing us back to where  
we started. If it is a big eye there is no recapture.


-Magnus

Quoting Brian Sheppard sheppar...@aol.com:


For black I think I prune this kind of two stone suicide
always no matter what the situation is (exception is ko). These
prunings are probably wrong in some extremely rare cases.


How can you tell the difference between this kind of two-stone
self-atari, and a self-atari of two stones within an opponent's
big eye, which could be necessary for lifedeath?

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--
Magnus Persson
Berlin, Germany
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Re: [computer-go] Complicated seki with Ko

2009-07-01 Thread Christian Nentwich


|- - - - - - -
|. * * o . . .
|* . * o * . *
|o . o o * . .
|o * o . * . .
|o o o * . . .
|. * * * . . .
|. . . . . . .
|. * . . . . .

Black to play and kill :)

Christian


On 01/07/2009 17:41, Magnus Persson wrote:
In this case one needs to check that after the two stones are captured 
the capturing single stone can be recaptured bringing us back to where 
we started. If it is a big eye there is no recapture.


-Magnus

Quoting Brian Sheppard sheppar...@aol.com:


For black I think I prune this kind of two stone suicide
always no matter what the situation is (exception is ko). These
prunings are probably wrong in some extremely rare cases.


How can you tell the difference between this kind of two-stone
self-atari, and a self-atari of two stones within an opponent's
big eye, which could be necessary for lifedeath?

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