1 2 3 4 5 6 7 8 9
A - X - O - - O - -
B - - O - O O - O O
C O O O X O - O O X
D X X O O O - O X X
E - X X O X O O X -
F X - X X X X X X -
G X X O O O O O X X
H X O O X X O O O X
J - O - X X - O O O
O to play and win :-)
The play and win is a joke, of course. O has a big, dead,
one-eye
Sorry, I cannot waive the course prerequisites.
---
Keh-Hsun Chen (Ken), Ph.D.
Professor and Associate Chair of Computer Science
UNC Charlotte | Dept. of Computer Science
9201 University City Blvd. | Charlotte, NC 28223
Well, it's a trade-off of course, but a?mercy rule threshold of 20?might
be?pushing it a bit. For 9x9, I typically use 30. If you only invoke the rule
for external nodes at least N plys away from any internal nodes, then the tree
will catch some of these problems.
Some playout policies
On Tue, Aug 18, 2009 at 10:24 AM, Brian Sheppardsheppar...@aol.com wrote:
What do you do in your program?
Not using the mercy-rule.
I believe you can gain 10%-20% performance on 9x9 using a mercy-rule.
But in its most simple form I don't see how it can be used reliably. I
don't know if the
My mercy threshold is 27 stones, and this position is not a problem. It
gets the same win rate (10.6%) with or without mercy. The mercy rule makes
about 1.25% faster.
David
-Original Message-
From: computer-go-boun...@computer-go.org [mailto:computer-go-
boun...@computer-go.org] On