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Re: computer-go: A problem with understanding lookahead
> > You obviously are not familiar with the computer chess world, because
> > "counting material" is a horrible evaluation function and does not
> > lead to "sophisticated positional judgement" in modern programs
>
> The qualification of 'horrible' is rather relative of course. There's no Go
> program that has an evaluation that comes even close to the precision of
> counting material in Chess, and I don't think there will be for quite some
> time.
>
> Mark
This is apples to oranges, but let's try:
I keep hearing on this group that Go programs can't search, they are
primarily evaluation based. That means most of the strength is due to
evaluation. Go programs don't play great, but they play like advanced
beginners at least. Correct?
Turn off a chess program evaluation except for material counting and
watch people laugh hillariously at every move. We will even allow a 1
ply search with capture quies so that obvious tactical mistakes are
not made. This program will be quickly overtaken by even the weakest
tournament players.
I think your statement is probably incorrect, because Go programs play
a "passable game", but a chess program like this would have a dead
lost game within 3 moves. You can even add a few ply of search to my
example and this will be true.
I have often wondered how deep you would have to search to make a
tactical only program play good. Eventually it would come to a point
where it was "forced" into playing good moves so that it wouldn't
lose. Of course a program like this might do fairly well against
weaker players due to the fact that it would be wildly opportunistic,
it wouldn't let you get away with any tactical nonsense and would
pounce on any tactical errors.
But we are not talking about this, we are talking about comparing only
the evaluations.
I DO believe evaluation is probably a little easier in Chess but I'm
not even sure about this. It's not the evaluator that makes Go so
much harder than chess, believe me it's incredibly difficult to do
good evaluation in Chess too. It's the out of control branching
factor.
I think just about the whole world was brainwashed by the Kasparov vs
Deep Blue match, which caused most people to believe chess was
basically "solved" by computers and there were no obstactles to
overcome. But this isn't even close to being true, and we are far far
away from knowing how to evalute chess programs soundly. The only
thing we have going for us is that deep searches have great power to
simulate added knowledge.
Branching factor-wise, chess is roughly like 6x6 or 7x7 Go. Could a
go program be designed that plays 6x6 go fairly well? Probably. I
think it might even be almost possible to exhaustively search a 5x5
board.
There is wonderful book out about checkers called "One Jump Ahead"
which is highly entertaining and will open your eyes. Checkers is to
Chess kind of like Chess is to Go, much simpler, much lower branching
factor, a little simpler to evaluate and so on. Chinook, the checkers
program this book is based on, is the current world champion player
above humans and other computers, and yet the author, Jonathan
Schaeffer has no misconceptions about the evaluation function. He
seems to consider evaluation the big weak point of his program and
knows it does not compare to any good human judgement. Even checkers,
where losing a pawn is far more of a liability than in chess,
evaluation is critical.
Don