Re: Some endgame fun
Posted: Fri Jan 28, 2011 1:27 pm
Numsgil wrote:Bill Spight wrote:Actually, it is ambiguous. (See http://senseis.xmp.net/?AmbiguousPosition ).
Anyway, I think I'm uncomfortable with positions like this because I don't know how to bound my error. The normal endgame counting can fall apart if you just blithely assume you'll get all the sente plays you want. Though I think the normal endgame counting is more managable than I gave it credit for, since you can aggressively prune the decision tree by assuming that sente followups are automatic. But it does fail in some cases dealing with tedomari and ambiguous positions. But it's a good starting point.
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So how do we actually handle this sort of position in a way that assures us we can play optimally and find the actual final score? If we use the endgame counting heuristic, are we at least assured that the first move we play will be optimal? If so, it's just a matter of recalculating values after each move.
Optimal play in general probably cannot be achieved by any method fundamentally more efficient than actually searching the game tree and reading all the variations. (For the complexity theorists out there: are ko-free Go endgames PSPACE-complete?).
It seems to me that miai counting (or OMeien's method, I see no real difference between them) is basically the best possible that you can do by only considering each local position independently of all the others, and assigning each one a simple number or two, namely, the count and the value of a play. If you want to do any better, you probably can't really avoid using something much more complicated, such as CGT, or brute forcing the game tree.
I seem to recall that miai counting has the very nice property that in the limit, where you have lots of plays of lots of different values, the move with the highest miai value is the optimal move. It's only when things become highly discrete and the number of different plays drops (causing things like tedomari, etc.) that they differ. But still, the miai count (perhaps adjusted by half of the value of the largest remaining move depending on whose turn it is) is a stellar approximation to the optimal value of the game. At least, it's seems better declaring positions "unsettled" and having no idea, or applying other counting methods with lots of ad-hoc rules like "sente is worth double" and being unable to generalize to positions with multiple nested followups, etc.