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Re: computer-go: Evaluating positions



Heikki Levanto <heikki@xxxxxxxxxxxxxxxxx> wrote:
On Sun, Jun 17, 2001 at 09:33:49PM +0200, Vlad Dumitrescu wrote:
> In the end, the list came down to two items, that are independent as far
> as I can tell (for statical evaluation):
> - influence (of a group)
> - strength (of a group); this includes life/death

I am not sure I buy this. For the first, I believe those two are related.
A strong group radiates more influence than a group that have many
weaknesses, because the opponent can get to threaten those weaknesses, and
thus play many stones to neutralize the influence, in sente.

When the game is over, it all comes down to a balance of territory. In the
middle game you could consider actual territory (inside groups), that is
more or less secure (the group more or less alive), and potential territory
that is more or less likely to become yours. Influence affects both, in that
it weakens enemy groups (allows you to attack more fiercely), and lays
claims to areas that may well end up as your territory.
I agree with Heikki.

Since a percent-alive statistic is in common use, it seems natural to multiply this statistic by the group's influence. Do others do this? (Actually, I use two percent-alive statistics, depending on whether the group is attacked or defended first.)

Multiplication immediately discourages the undesirable behavior of, "If I place a stone here, it will have so much influence, that it more than compensates for the fact that it is dead." (Yes, a dead stone can have useful influence, but even so, its usefulness probably will be proportional to its percent-alive statistic anyhow. In a recent rec.games.go example, someone advocated placing a dead stone, but it was a move away from escaping.)

Incidentally, in the Japanese game, the percent-alive statistic is useful for determining when to pass. A black stone that is 40% alive is worth .6 points for white. If the stone's effect on other stones is not worth .6 points for Black, it should not be placed.

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