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Re: computer-go: perfect players
I think it's important to define perfect play in terms that either
player can execute. Even if you are losing in terms of final score,
you can play "perfectly" by maximizing territory. Also, it just seems
crufty that perfect play should be related in any way to what komi
happens to be in use.
In chess, it's a different because it's not considered even slightly
relevant what is on the board. In Go you count the territory to see
who won.
Since this discussion is highly theoretical, I guess you can define
perfect play any way you want. In chess, the most basic definition
would be any move that presevered the game theoretical value, such as
"if you have a win, play any move that preserves the win." This is
fairly ugly because in Chess you can throw away a win simply by not
making progress, due to the crufy 50 move rule. The 50 move rule is
not a very satisfying solution to the problem of not making progress
in chess, but something had to be done! If you threw out this rule,
you would actually change some drawn positions to wins!
So in Chess you can define perfect play in a way that ignores the
50 move rule and be optimal. Here is what I would suggest:
1. The shortest pathway (in terms of moves) to the win if it
is possible.
2. The longest pathway to being checkmated if you are losing.
3. The longest pathway to stalemate, or position repetition
if the position is a draw.
Point 3 is a little weird, but the idea is that if you have a
positional draw, instead of immediately heading for the game theoretic
draw, delay it as long as possible!
Endgame databases in chess basically follow points 1 and 2. Some
databases go for the "shortest pathway to conversion" which is easier
to manage because databases are stored according to piece
configurations. If you have 2 pawns versus 1 pawn, many databases
will try to get to 1 pawn versus 0 pawns as quickly as possible
instead of maximizing the number of moves to checkmate. It has to do
with how they are constructed.
Don
Date: Fri, 4 May 2001 08:58:05 +0200
From: heikki@xxxxxxxxxxxxxxxxx
Reply-To: computer-go@xxxxxxxxxxxxxxxxx
On Fri, May 04, 2001 at 12:11:52AM -0400, Don Dailey wrote:
> So I would simply propose that you always play the move leading to the
> largest territory gain. If there is more than 1 choice, choose
> randomly among them.
This is assuming that it is better to win by 200 points than by 2. Is there
any justification for this belief, especially for "perfect" players. Would
it not be as good to choose among any moves that can be proved to win, one
that does so quickest, or one that leaves the opponent least reasonable
choices, or something else.
-H
--
Heikki Levanto LSD - Levanto Software Development <heikki@xxxxxxxxxxxxxxxxx>