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Re: [gnugo-devel] False eye territory


From: Gunnar Farneback
Subject: Re: [gnugo-devel] False eye territory
Date: Fri, 11 Oct 2002 17:27:14 +0200
User-agent: EMH/1.14.1 SEMI/1.14.3 (Ushinoya) FLIM/1.14.2 (Yagi-Nishiguchi) APEL/10.3 Emacs/20.7 (sparc-sun-solaris2.7) (with unibyte mode)

Arend wrote:
> > However, this is NOT a complete solution to the problem. It does,
> > e.g., not suffice to understand that in
> >
> > |.OOOOO
> > |.O.*XO
> > |OOX.XO
> > |OOXXXO
> > |OX.XOO
> > |X.XOO.
> > |.XXO..
> > +------
> >
> > the move at * is worth two points of territory.
> 
> Couldn't this be solved by our usual paradigm "assume the other player
> moves first in all local positions"? I.e., upgrade half eyes to full
> eyes for the color that is assumed to move next?

It wouldn't help here. The major limitation of my solution is that it
only involves a static analysis of what topologically false (or half)
eyes have territorial value. The point of the move at * is that it
changes the conditions for that analysis.

If the analysis was redone for each considered move the situation
would be different. I chose not to try that approach because it would
require substantially more complex code and might potentially be too
slow.

/Gunnar




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