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computer-go: A.I. design, goals and consqeuences
One of the threads running around has been about programming common sense
into a computer program (in general) and I assume how that could help GO
programs to play better.
Perhaps something to think about when designing AI (common sense), is
sensory input/output. I would like to compare the Sony (semi-new) robotic
dog against that of a person for a moment (here we go again):
If you take the common sense example of walking into a wall. People and
the dog learn quickly that walking into a wall is bad, but for different
reasons. People realize that it hurts, this is a negative thing, and the
feeling of pain compounds this to make a person not want to do it again.
The dog however, only realizes that it bars its path, and like the standard
program of Maze, tries to find an alternate route. There is no sense of how
hard it his the wall, possible sensory damage, and therefore (other than not
being able to reach a goal) nothing to prevent the dog from trying again.
An AI program must in some way have a sense of "consequences of actions".
This is done in chess and in other games via search depth, and trying to
figure out the worst damage that can be done on either side. And from many
other threads, that simply (at least right now) is not an option for GO
(which is why in my opinion GO must be goal oriented).
Has anyone written (or tried to write) a GO program that is goal oriented on
any level (owning corners, capturing groups, or as general as winning the
game)? Because (even though I haven't been on the group long) it seems that
most GO programs out there do simple board analysis and move choice based on
it (like chess).
Any and all comments welcome! :)
Jeff
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