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Re: [gnugo-devel] PATCH: Marginal eye points with opponent stones in eye
From: |
Gunnar Farneback |
Subject: |
Re: [gnugo-devel] PATCH: Marginal eye points with opponent stones in eyes.db |
Date: |
Tue, 11 Dec 2001 08:28:59 +0100 |
User-agent: |
EMH/1.14.1 SEMI/1.14.3 (Ushinoya) FLIM/1.14.2 (Yagi-Nishiguchi) APEL/10.3 Emacs/20.7 (sparc-sun-solaris2.7) (with unibyte mode) |
Dan wrote:
> There's nothing in those two tests which require marginal eye
> spaces to be allowed to be occupied G5 would be parsed as
> (!.) warranting one half eye, while L10 would be parsed as (!) .
Then you know something about the optics algorithms that I don't know.
I thought tactically dead stones would always count as part of the
eyespace. Is that wrong?
> OOOOOX OOOOOXX OOOOXX
> O..XX. O..XXO. O..XO.
> ------ ------- ------
>
> The first is a half eye, the second a full eye, the third
> a half eye. In the old scheme each of these would be parsed
> as (.!) .
>
> If I understand correctly, these are to become (.!) (..X$) and
> (..$). Thus they can be distinguished.
No, the X stones in the two last cases are tactically critical and
count as lunches, not eyespaces. This is problematic, but noone has as
yet proposed to change this.
> As far as I know the only issue that can't be dealt with in
> the old scheme have to do with the fact that if three stones
> are captured on the margin of an eye space then an eye results.
There are more. Just to give an example, this eyespace
OOOOOXX
O..X.O.
-------
is of the form "..X!". The abstract local game would be evaluated to 1
eye, and this is also what eyes.db, pattern 415, says. However, in the
real position above, O can make two eyes.
/Gunnar