Author: Dan Andersson
Date: 13:49:19 10/27/02
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You said nullmove works great for most games, and it is not so. Not games with players numbering over x worldwide players. So I fail to see the point in what you write. Misere games tend to have fewer players mainly because they are harder more complex games than non misere games. As well as being variants of popular games. And we lazy primates seem to prefer positive formulations and goals on top of that. I understand your use of algorithm, but to call it null-move is plain wrong. Even if it evokes a basic analogy. It's plain pruning since there is no null (void) move in Go. Your use of technical terms is careless as usual. What you are doing is akin to B*, where the pass is the pessimistic score in most cases. But the depth of the search is variable in your algorithm, that's not the case of B*. That might be an improvement or at least an easy way to fold it into A-B search. What concerns me is what the consequences of recursive application of the algorithm might have. But I do think that it might be a valid try for a go playing algorithm. What kind of scoring algorithm do you use in the leaf nodes? Is it exact (unlikely as it seems) or merely approximate. And what depth are you attaining? MvH Dan Andersson
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