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Re: computer-go: Complexity & SW
> This is how both go and chess programming works: finding a better
> set of patterns than those driving the last rev. I see nothing about
> chess to lead me to think that the task of building a machine good
> enough to beat a chess master is any easier than building one to
> beat a 1 dan amateur. (I would agree that a chess program could
> conceivably win a game or two against a rank beginner using only 1
> or 2 ply searches, which a go program could not, but that isn't
> relevant to anything.)
Human chess is all about patterns. But right now computer chess has
almost nothing to do with patterns. In some cases very specific
konwledge is added to a chess program that might be likened to
patterns, or even be properly called a pattern, but this does not form
the heart and soul of a chess program.
I know that as a chess player I very often see patterns, typical
setups that I've seen a million times before and I know exactly what
kinds of moves to expect and to execute (and to ignore). Even when
patterns are applied to chess programs they are done in the evaluation
(at end nodes), not to suggest moves and plans selectively.
I'm sorry to keep disagreeing with you, but I disagree about there
being nothing inherent in Go that makes it more difficult to build a
machine to play at the top level. I also don't think that Go
programming is that far behind Chess programming, when you consider
that Go has probably had more man hours poured into it (to date) that
Chess did when the basics of writing "good" programs were discovered.
This all happened with Chess before most people has easy access to
computers. So when Chess had the same level of man hours investment
in it that Go has today, we were probably already seeing master level
programs. And this was with lower quality tools (compilers, debuggers
and easy to use fast systems) than we have today.
Don