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Re: [gnugo-devel] Re: bug?
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Re: [gnugo-devel] Re: bug? |
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Sun, 23 Feb 2003 20:50:55 -0800 |
> I have one more question. I wish to show the dead stones
> after the game is over.
>
> I know i should be using gtp... But I'm not.
>
> if you were to:
>
> sh$ wget http://www.voltar.org/gnugo/sgf/105.sgf
> sh$ echo dead | gnugo --level 1 --quiet --mode ascii -l 105.sgf
>
> It shows all stones as dead... :(
The patch at the end should help.
Why are you running at level 1? At level 1 you cannot expect
any accuracy in the answer to this question.
One possible flaw that I see in your approach (I'm only
guessing at what you do, correct me if wrong) is that
if each move is generated by a separate gnugo process then
you are not taking advantage of the persistent caching.
This means that the game will progress a lot more slowly.
Anyway you can't expect much at level 1.
> If you were then to:
>
> sh$ gnugo --level 1 --quiet --mode ascii -l 105.sgf
>
> black(58): force pass
> white(59): force pass
>
> You'd get:
>
> Segmentation fault
This causes estimate_score to get run without first
examine_position and causes a crash. This patch doesn't
address that.
Dan
Index: play_ascii.c
===================================================================
RCS file: /cvsroot/gnugo/gnugo/interface/play_ascii.c,v
retrieving revision 1.36
diff -u -r1.36 play_ascii.c
--- play_ascii.c 22 Feb 2003 10:54:24 -0000 1.36
+++ play_ascii.c 24 Feb 2003 04:28:17 -0000
@@ -831,6 +831,7 @@
current_score_estimate = NO_SCORE;
break;
case CMD_DEAD:
+ examine_position(gameinfo->to_move, FULL_EXAMINE_DRAGONS);
showdead = !showdead;
break;
case CMD_CAPTURE: