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RE: computer-go: Pattern matching



I think you need to be a strong go player, or have one to
suggest patterns.  The strong programs are all written by
strong dan players.  Except I was only about 1 dan for
most of the time I was doing Many Faces, so its patterns
aren't as good as other programs, but I think it has better
tactics.  Mick Reiss was a kyu player when he developed
go4++, but he didn't use patterns at all.

I don't know what you mean by "true AI".  Certainly people
play by recognizing patterns, and strong players have learned
most of their patterns from books or suggestions from other players,
not by figuring them out from first principles. :)

David

At 01:57 PM 11/4/99 MST, Jeff Massung wrote:
>A question on creating and selecting moves for patterns:
>
>I'm not a strong player, MAYBE 10 kyu or slightly better, because I just 
>started playing about 6 months ago (but have good strategy skills as a well 
>ranked chess player).  So would a programmer making a pattern oriented GO 
>game need to be a strong GO player?  I would think so the bigger the 
>patterns are - to me that removes to "true AI" aspect of the program (of 
>course, maybe people don't care about "true AI").
>
>
>>
>>* One question:
>>	Suppose for a board status, many (say 50 or 200) patterns are
>>matched, do you prioritize the patterns before you do the evaluation or
>>you evaluate every one of them?
>
>One thing I used to do in board evaluation and move weighing was evaluating 
>each group on the board (and the liberties around it) selecting places to 
>move for each group.  Once all groups were evaluated, moves looked at in 
>more detail were moves that were selected against more than 1 group.
>
>The same thing could be done with patterns, too, I think.  Patterns that are 
>close together that evaluate to the same move weigh that move more than 
>another pattern.
>
>And the pattern should inherently contain a weight value (if 10 stones are 
>being captured, it would weigh more than just placing a piece on the board).
>
>Jeff
>
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