[Top][All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: [gnugo-devel] Opponent not passing
From: |
Trevor Morris |
Subject: |
Re: [gnugo-devel] Opponent not passing |
Date: |
Sun, 03 Feb 2002 17:08:07 -0500 |
At 01:23 PM 2/3/2002 -0800, you wrote:
>
>> I still think this is a good idea, in the following very restricted
>> scenarios:
>> 1) we're way ahead (say 50 pts. or so)
>> 2) opponents last move was not a pass.
>> 3) we've already passed a few times recently.
>
>In this case, GNU Go will believe all liberties have been
>filled, so the opponent's last move either fills his own
>territory, in which case it is definitely safe to continue
>passing, or it adds a stone to a dead dragon. In the latter
>case, to generate a move, change the status of the dragon
>to ALIVE then generate a move. This should produce an
>endgame move blocking off territory, hence tending to
>surround the dragon that's trying to come back to life.
This is an interesting suggestion, however, I'd be concerned about
what would happen in seki situations, for example. An advantage
to generting an aftermath move is that it's guaranteed to be safe,
and is nearly trivial to implement. This is not the kind of
situation that will occur very often, so simple seems appropriate.
-Trevor