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Topics on influence
I would suggest the following topics to be discussed:
1. UNIT OF INFLUENCE
Influence is a heuristic concept but what it measures? What is its unit?
What do you think about the following idea?
---
Influence at a given point is a pair of two real numbers <b, w>. `b' is
the heuristic approximation of the number of moves white needs to play in
succession in order to kill a black stone that is laid at the given point
in the current situation. `w' is similar but for white stones and black
playing. Therefore,
b = 0 denotes an intersection completely controlled by white
b = 1 denotes an intersection where white can immediately kill the
stone laid
b = 2 denotes an intersection where white can attack the stone
in sente
b = 3 denotes an intersection that cannot sustain more than one
approach move
etc...
As the values can be real numbers, a value x e.g. 2 < x < 3 can denote
that it is not totally clear whether there is an sente attack against the
stone.
This idea can be extended by using confidence intervals <b1;b2, w1;w2>;
the heuristic value of b lies somewhere between b1..b2. In this way, areas
where local fights are going on the confidence intervals can be longer.
This could be combined with tactical search so that it searches in those
areas where the intervals are large.
---
This is just an idea. What other units of influence exist?
I think it is important to undestand the unit of influence. The ad hoc
solutions that just flood arbitrary numbers around the board are perhaps
not satisfactory. I don't claim they aren't useful, though.
2. PATTERN-BASED INFLUENCE
Has anyone tried to use explicit pattern matching for evaluating
influence?
--
Antti Huima
SSH Communications Security Oy