[computer-go] Experiments with UCT

David Fotland fotland at smart-games.com
Tue Jul 25 23:29:11 PDT 2006


Why not just use the go player's short cut and evaluate the position with
each side to move first, take the difference, and multiply by 2 if one side
has sente and the other has gote?  If both sides have sente, it's huge, so
just play it :)

Many Faces has some understanding of gote and sente in the endgame.

David

> -----Original Message-----
> From: computer-go-bounces at computer-go.org 
> [mailto:computer-go-bounces at computer-go.org] On Behalf Of 
> steve uurtamo
> Sent: Tuesday, July 25, 2006 8:32 AM
> To: computer-go
> Subject: Re: [computer-go] Experiments with UCT
> 
> 
> > That's why I believe it would be really
> > useful to recognize
> > and ignore these moves.   I just haven't figured out
> > how.
> 
> i have a question for everyone that is tangentially
> related.
> 
> in yose, it seems like the following set of steps
> is mandatory to maintain a lead or to make up a
> small difference in lead:
> 
> i)   calculate the longest sequence of sente moves
>      that improve your score, summing them along
>      the way
> ii)  calculate the largest gote move that improves
>      your score
> iii) do i) and ii) from your opponent's point of
>      view.
> 
> look at these sums:
> 
> my sente + my gote - opponent's sente - opponent's
> gote
> my gote - opponent's sente - opponent's gote + my
> sente
> my gote - opponent's gote + my sente - opponent's
> sente
> ... etc.
> 
> pick the sequence that's maximal.
> 
> where the "+/-" sign is overloaded to mean that all 
> calculations after it are taken from the final move of the 
> argument before the "+/-" sign.
> 
> i guess the short question is whether or not there
> is a good concept of sente and gote in anyone's
> code once yose is reached?  sometime after joseki
> sequences are exhausted, it seems that opponents
> will be much more likely to understand tennuki than
> your code, but toward yose*, people's code should
> be much, much better at evaluating these sequences
> (since there are many fewer and the combinations
> aren't brutal).
> 
> * here i'm sloppily defining yose as being when
>   all life and death problems have effectively been
>   completed.
> 
> s.
> 
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