Yes, but the value of situation Q may depend on the sequence that it was reached from, for example if you reach situation Q via move sequence A, it might be that a *later* followup from situation Q might have an illegal move because the move would result in a intermediate board configuration that occurred within A, whereas if you reached situation Q via move sequence B, then the later followup from situation Q would have that same move be legal.RobertJasiek wrote:Each move of each reversion sequence abides by the used superko rule.
A simple example this often occurs when you carefully time the capture of a ko to occur last after you play various mutually forcing exchanges (sequence A), so that the opponent has to find the first external threat. If instead if you captured the ko early then the opponent would play all the same mutually forcing exchanges and then recapture the ko (sequence B), forcing you to find the first external threat. The board position and player to move just after the ko capture in sequence A is identical to the board position and player to move after the opponent plays the last of the mutual forcing exchanges and you respond in sequence B, but the ko recapture is legal for the opponent if that state was reached via B, and illegal if reached by A. You cannot combine the nodes in this case because the game theoretic value may differ due to the difference of legality of ko recapture, if the single ko threat makes a difference.
KataGo uses a heuristic that theoretically is not sound, but in practice I know of zero cases where optimal play from the root node depends on passing through nodes where the heuristic incorrectly combines two nodes that need to be kept separate.Schachus wrote:Just out of curiosity: How would this word with superko rules, where it might later matter how you got to a particular position?
Consider a situation where a move was just played on a location L in Go.
Let S be the number of stones in the group of stones containing L (or 0, if the move was a self-capture)
Let E be the number of empty spaces in all empty regions that touch the group of stones containing L (or in the empty region that contains L itself, if the move was a self-capture).
Let C be the length of the smallest cycle that contains the move played. (i.e. the total number of turns in the shortest possible repeating loop of board situations under alternating play and/or passes that includes the move made).
Theorem: C >= S + E
Proof: Exercise for the reader.
Application: KataGo considers the "transposition-protected-state" of a node to be the current board situation together with the maximal sequence of board situations in recent history so long as all moves in that recent history have S + E <= 11. (The value of 11 is a default, and is configurable). Two nodes are mergeable if their transposition-protected-state exactly matches. In other words, KataGo "forgets" or "clears" the history any time there is a move with S + E > 11 for the purposes of transposition detection.
Notes: Simple ko captures have S+E = 2. The moves in https://senseis.xmp.net/?EternalLife have S+E <= 4. Almost all moves in the opening or midgame of a normal game have S+E = large, due to touching the huge open space on the board, making it practically impossible that they are part of a cycle, and a reasonable number of endgame moves have S+E = large, because they touch a large-sized territory or a connect to a group with a large number of stones, making it also practically impossible that they are part of a cycle.
I would be curious if anyone can construct a position in which optimal play from that position onward depends on a long cycle that contains a move with S + E > 11, such that this heuristic might merge two nodes that should not be merged. Does anyone know of a fight in which one of the main lines depends on a cycle where some move in that cycle touches a decently large empty space and/or forms a decently large group of stones?