perceval wrote:@dts:
Out of curiosity, and if it is not secret, how does your current tenuki detection algo work today ?
Actually, it's very similar to what you outlined. There were ...a few tweaks to get it to behave reasonably.
John Fairbairn wrote:Tenuki means to play somewhere else.
Not really. The Japanese is a noun not a verb. The verb usage is te wo nuku or tenuki suru. More important, it means skipping a move. ...
Thank you for that, I've been using the word wrong (surprise). It seems it is related to what a pro said to me after a simul game, "Why didn't you answer me?" Perhaps I'll switch to using the phrase "non-local" or "played elsewhere" or some such.
RobertJasiek wrote:Although, in the strict sense, it depends on defining "local", there are (in my new book) pretty good criteria of conditions when playing elsewhere is attractive. Conditions such as this: "The set of local groups is stable."
Now, I propagate that the player chooses(!) what to consider as groups or belonging to a set of local groups. Hence locality can be derived from those given groups. Well, in principle. In practice one also needs some convention of how to form a local enviroment around a known, given group. E.g., the group plus all its liberties and maybe plus further (empty) intersections "in between". We get a locale. Playing outside the locale is then considered a tenuki.
(Everything needs to be updated every move.)
This is the sort of thing I was hoping for... except I think this may be computationally infeasible for my purposes. I'm not even sure there's a known solution for determining the set of local groups.
Bill Spight wrote:...
Like sente and gote, tenuki depends on the concept of locality. Towards the end of the game, it is possible to define independent regions of the board (except for ko fights, OC), and then tenuki is clear. Early on, however, regions of the board are seldom completely independent. Then what is considered tenuki is fuzzy. If a play is tactically related to the last play, it is not tenuki, no matter how far away it is on the board. If it is not tactically related, it is tenuki, no matter how close it is.
This is a great definition for a human, but "tactically unrelated" is not easy to translate into an algorithm.
-----
Perhaps I should have said a bit more originally on what I'm trying to do-- I potentially need to answer this question several hundred times per move per pro game, in all 65,000+ pro games of GoGoD. I only build my database occasionally, so it doesn't have to be super fast, but it does need to complete in my lifetime.
-----
Alright, well, I'm not sure what I'll end up doing, but a related question: I have considered giving an "urgency" rating to each position, which would be basically "when this position appears in pro games, how many moves on average pass before the players play locally again? So 0.0 would indicate that pros always play locally immediately, and larger numbers indicate less urgent positions (pros play N moves elsewhere before coming back to this position). Does this seem like an worthwhile metric?
Thanks for the input
and before
... which is weird ..
are intended as tenuki, but. . . .
is not tenuki.
to tenuki would be bad, I think, but for
to tenuki is not uncommon. The cut is not such a strong threat. Bravado overstates the case, I think.