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Re: computer-go: Programs learning to play Go
Richard Brown wrote:
>
> Dave Dyer wrote:
>
> [sniped on NN comparing backgammon and go]
>
> > Go doesn't really fit this model. Throwing 361 inputs and outputs
> > at a naive network, and expecting it to learn anything, is like
> > throwing a pail of sand into an oven and expecting silicon chips
> > to emerge. Not fucking likely.
>
> I agree, but please say "bloody". This is a family mailing list.
... Ah! that preference for assassination over joyfull sex :-)
>
> > #1: if you must try a pure learning technique, start with a reduced
> > domain; 3x3 or 4x4 is a good place to start. Achieve percect play
> > on 4x4, then work your way up.
>
> You can also reduce the domain by observing only expert play, instead
> of observing random play.
Then you hardly will learn how to play a ladder.
> > #2: after you conclude that you'll never get perfect play on a 5x5
> > board because the domain is too complicated (my prediction), adopt
> > a more pragmatic approach. Explicitly determine the fundamantals
> > of the board (like group size and liberties) and concentrate your
> > learning on things that actually need to be learned.
My approach would be the following:
There are 2 problems in computer go: scoring and branching. So:
First get a good enough analysis of what's happening on the board.
This will probably get the answer about who's winning, but it doesn't
matter, what is important is to get data on a per point basis that
is usefull to classify them.
Then try the NN to learn in which of them play the good players.
And when. Last gote point _is_ played because it is a good point ...
at the right time. And use it as a move proposal to reduce the branching
problem.
Rest skipped, I agree with both.
Joan