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Re: computer-go: Good Play (was FPGA)



Don Dailey wrote:

> It's  possible   that we  could  come  up  with  some  more  objective
> formulation   of  what "difficult" means,    such  as number  of moves
> possible on the average, but this doesn't speak to how difficult it is
> for humans to find their way.

I have been looking for a definition of this kind - but then more something
like 'the number of moves that a player with such-and-such experience
will regard as as good or better than the actual best move, on average' -
however, like the 'number of levels' criterion fails when looking at the
'best out of 5' game, any such criterion would fail when we change the
rules by breaking up the move into pieces, or including dummy moves.

And it gets even more difficult when we want to include games with random
elements (like Backgammon) or imperfect information (like bridge) in our
comparison.


-- 
Andre Engels, engels@xxxxxxxxxxxxxxxxx
telephone: +31-40-2474628 (work), +31-6-27174384 (mobile)
http://www.win.tue.nl/~engels/index_en.html

A child is not a glass that is filled, but a fire that is set ablaze.
						- Maria Montessori