[Computer-go] ambient temperature through the game.

Nick Wedd nick at maproom.co.uk
Sun Apr 11 13:29:52 PDT 2010


In message 
<20100410212943.4S792.163793.root at web10-winn.ispmail.private.ntl.com>, 
timothy.maguire at tesco.net writes

>I was trying to work out what concrete value to put on the tedomari, 
>rather than
>just "tedomari counts double", which applies to the final move rather 
>the last move before a drop in temperature, and came to the conclusion 
>that agrees with you,
>i.e. it is worth the drop in temperature.
>
>I think the tedomari concept could be useful in building a model to relate the
> move value to the ambient temperature.
>
>During the game there will be many occasions where the move value is above
>the ambient temperature, i.e if a player tries to steal sente, or 
>during a Ko threat
>or where there are an even number of equally large independant miai moves.

Or when a sente move is made.  If we are playing 1-point sente yose and 
2-point gote yose moves, and I make a move which threatens to capture 
three stones, I have briefly raised the temperature from 2 to 6.

Nick

>If there is any such move not "in focus" then the definition of ambient 
>temperature
>used above would mean that the ambient temperature has "spiked" upwards, or
>you have to treat all moves above ambient temperature as "in focus" which may
>be the intention of the ambient temperature definition but this is not clear.
>
>I think if you adjust the move values by the tedomari gain remaining to
>each player during the sequence of foreseeable moves at above ambient
>temperature you can avoid having to view the ambient temperature as having
>risen.
>The move values (not including change to tedomari gain) will spike upwards, but
>the move values (including change to tedomari gain) can remain at the ambient
>temperature.
>
>I was writing out examples, but the post got too long to be easily readable.
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-- 
Nick Wedd    nick at maproom.co.uk



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