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RE: [computer-go] Is seki problem solved ?



At 05:27 AM 11/3/04, you wrote:
...
The problem with this approach that my program only plays correctly when
the seki is easy to read. ...

A second approach is to implement static algorithms that detects seki
without search. If this is done efficiently then no search is necessary.

The problem of this approach is that you will only be able to find
certain classes of seki if your algorithm is not general enough. There
are many rare kinds of seki that are easy to miss with static analysis.
i doubt that static analysis can work (i am not an ai person)

but there are some necessary conditions for a seki:

both players must have the same number of eyes (zero or one).

if both players have one eye then the eyes must be about the same size (usually) - if the other guy has a large eye, you must fill mutual liberties to force the capture of your stones that almost fill up the big eye.

there are some constraints on the number of outside liberties (iirc, almost same number or same sans mutual liberties if it's no eye versus one eye or a small eye versus a big eye.

the number of liberties of eyes that have 4 or more empty spaces follows a fibonacci sequence.

something like


# vacant # liberties
1 1
2 2
3 3 (but the other player must move in immediately
4 5
5 8
6 13
7 21


so it's a case analysis.

thanks


---
ray tayek <http://tayek.com/>, co-chair <http://www.ocjug.org/>, actively seeking telecommuting work.

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