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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.
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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.
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
Petr Baudis
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Aug 8, 2012, 7:31:08 AM8/8/12
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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.