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Seki in playouts
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Michael Williams  
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 More options Aug 7 2012, 4:34 pm
From: Michael Williams <michaelwilliam...@gmail.com>
Date: Tue, 7 Aug 2012 13:34:39 -0700
Local: Tues, Aug 7 2012 4:34 pm
Subject: [Computer-go] Seki in playouts
Could anyone describe the basic implementation for detecting some seki
in a fast enough way to be used in playouts?  I understand that it's
not practical to detect them all.

Thanks.
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Peter Drake  
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 More options Aug 7 2012, 4:39 pm
From: Peter Drake <dr...@lclark.edu>
Date: Tue, 7 Aug 2012 13:39:18 -0700
Local: Tues, Aug 7 2012 4:39 pm
Subject: Re: [Computer-go] Seki in playouts
Orego doesn't do this directly. Instead, we massing passing a possible
move, but with a very low prior success rate (1 win in 10 runs). It
will be chosen if all other moves lead to losses.

--
Peter Drake
https://sites.google.com/a/lclark.edu/drake/

On Tue, Aug 7, 2012 at 1:34 PM, Michael Williams

<michaelwilliam...@gmail.com> wrote:
> Could anyone describe the basic implementation for detecting some seki
> in a fast enough way to be used in playouts?  I understand that it's
> not practical to detect them all.

> Thanks.
> _______________________________________________
> Computer-go mailing list
> Computer...@dvandva.org
> http://dvandva.org/cgi-bin/mailman/listinfo/computer-go

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Erik van der Werf  
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 More options Aug 7 2012, 6:07 pm
From: Erik van der Werf <erikvanderw...@gmail.com>
Date: Wed, 8 Aug 2012 00:07:43 +0200
Local: Tues, Aug 7 2012 6:07 pm
Subject: Re: [Computer-go] Seki in playouts

On Tue, Aug 7, 2012 at 10:34 PM, Michael Williams <

michaelwilliam...@gmail.com> wrote:
> Could anyone describe the basic implementation for detecting some seki
> in a fast enough way to be used in playouts?  I understand that it's
> not practical to detect them all.

Just prevent self-atari unless it makes a basic nakade shape and the
surrounding group doesn't have eye potential elsewhere.

Erik

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Petr Baudis  
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 More options Aug 8 2012, 7:31 am
From: Petr Baudis <pa...@ucw.cz>
Date: Wed, 8 Aug 2012 13:31:08 +0200
Local: Wed, Aug 8 2012 7:31 am
Subject: Re: [Computer-go] Seki in playouts
On Wed, Aug 08, 2012 at 12:07:43AM +0200, Erik van der Werf wrote:

> On Tue, Aug 7, 2012 at 10:34 PM, Michael Williams <
> michaelwilliam...@gmail.com> wrote:

> > Could anyone describe the basic implementation for detecting some seki
> > in a fast enough way to be used in playouts?  I understand that it's
> > not practical to detect them all.

> Just prevent self-atari unless it makes a basic nakade shape and the
> surrounding group doesn't have eye potential elsewhere.

That sounds simple, but "just" testing if a move is self-atari is not so
straightforward, with possible connections to neighboring groups etc.
Also, you must allow throw-ins.

But yes, proper selfatari testing is the way to prevent breaking seki.

                                Petr "Pasky" Baudis
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