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Re: computer-go: Evaluating positions
Yes, you are correct. A few days ago I worked out all the possible
states a given intersection can have, from the perspective of a
perfect player. There is only one state (in my definitions) that do
not change as the game progresses even to a perfect player and it's
what I call "absolute ownership." Absolute ownership of an
intersection means that a player is guaranteed, with best play on his
part (but not necessarily the opponents part) to keep ownership of a
square without suffering any disadvantage.
Another kind of intersection may have implicit ownership, but it could
be in your best interest to give up this ownership (for bigger gains
elsewhere.) My base definition of "ownership" is any intersection
which the opponent cannot stop you from owning by the time the game is
over if you really want to keep it. It's not always in your best
interest however to keep some of these "owned" intersections.
A third type of ownership I call "proper ownership" because with
proper (best) play on both sides you are guaranteed to own that
intersection when the game is complete. Without best play on the
opponents part, it may be more advantageous to seek profit elsewhere,
so this kind of intersection is not absolute, however it's equal in
value to absolute ownership.
A lot of intersections, especially early in the game have uncontested
ownership. At the very start of the game who owns which particular
corners may be decided by alternating choices, like choosing up teams
in informal sporting contests.
At the beginning of the game, a perfect player can correctly say that
he owns n squares (n depends on what komi should be to a perfect
player) but he cannot say which squares they are. But already, some
of these squares can be assigned ownership status. For instance the
first player may even be able to claim base ownership of the whole
board (which just means he can pick any intersection he wants to and
have it in his control at the end of the game if he is determined.)
Most of this ownership goes away as soon as he places the first stone.
Does any of this have a practical use? I don't know for sure, but I
have always found it useful to think about stuff like this from as
many different viewpoints as possible. It cannot hurt to have extra
perspective on things. Cognitively, it's very easy to imagine a
perfect player thinking about intersections like this because it maps
in a very directly way to the goal of the game. "Hot on the attack"
does not map very well to anything useful to the perfect player.
Don
From: Christian Nentwich <c.nentwich@xxxxxxxxxxxxxxxxx>
> A perfect player doesn't see a board the way we see it. His vision of
> a board is not what it is now, but what it will be. For instance,
> what to us looks like a completely uncontested corner of the board may
> appear to be clearly colored to a perfect player.
I'm not sure this thread should be continued, but anyway.. this perfect
player of yours seems to be assuming that there is only one line of perfect
play, which is a tough nut to prove. There may be 100 perfect replies to
each move.
The perfect player sees the next perfect move. If he sees further, he's
reading the opponent's mind.
If the perfect player goes for a pint after hearing the komi announced, it's
because of experience in playing him/herself.
Christian