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Re: computer-go: rules
I haven't tried to explicitely code any of his rules, just
thought about some of them. One example: I took a lesson
from him on crosscuts, and he has a rule about when to extend
and when to atari. It goes something like: If you can save
both of your stones, extend and fight. If you can't, choose one
to sacrifice, and atari both sides. He went through a bunch
of examples, and it helped my game. But coding this for a
computer is difficult. Either do a lot of local reading to see if
the stones can both be saved, or recognize many different local shapes.
A strong player can usually tell without much reading if the stones
can be saved, but there is a lot of unconscious pattern recognition
going on there that has to be mad explicit for the program.
David
At 07:08 PM 11/19/99 -0800, Ray Tayek wrote:
>
>i''ve been hanging around mr. yang for a number of years now (he lives
>relatively nearby) and naturally have heard many of his "rules" in lessons.
>his set of rules does seem fairly small. the problem i have in games is
>knowing what the priorities are in different parts of the game as well as
>having a bad evaluator (in my head) sometimes.
>
>could you tell us which if any of his rules seem to work well when coded
>up? or perhaps why the one rule exploded so much?
>
>thanks
>
>---
>Ray (will hack java for food) http://home.pacbell.net/rtayek/
>hate spam? http://www.blighty.com/products/spade/
>
>