Asymmetrical tree structure

    Keywords: Joseki, Theory

KjeldPetersen My idea of understanding Joseki, is that from a given position in a Joseki there are some variation that are longer, and some which are short, and some that are very short.

So I'm working on a type of a asymmetrical tree structure that can suggest a tree branche, some long, some middle long, some short and some very short.

The suggested moves should help to grow a tree in a Playout program the grow the better moves faster, and the not so good moves slower.

Does anyone know what this type of asymmetrical tree structure is called ?

By each turn all nodes are grown by 1

 0 (top node = recognised pattern on the board)
 0-1
 0+1-2
  \3
 0+1+2-4
  | \5
  +3-6
  \7
 0+1+2+4-8
  | | \9
  | +5-10
  | \11
  +3+6-12
  | \13
  +7-14
  \15

KjeldPetersen A playout could (by my opinion) be done faster and better by constructing a database of patterns with a set of corresponding playout branches. So when a program recognise a pattern it can add a small section of a preknow tree structure to the overall searce tree structure. The small tree structure should be build on previus played games, and it should be changed if the value of a branche changes.

The tree structure can be stored as an array (not counting the top node)

 ( 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 )

Jumping between nodes is easy. Jumping to the first child node is done by multiplying with 2, and jumping to the next branche is done with multiplying with 2 and adding 1.

Lets say a node pointer is pointing at 1. Next child node would then be 1*2 = 2. The next node for the parent node of 1 would be 1*2+1 = 3


This is a copy of the living page "Asymmetrical tree structure" at Sensei's Library.
(OC) 2009 the Authors, published under the OpenContent License V1.0.
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