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Re: computer-go: abstract info and neural nets



> Another, more serious, objection is that even if the program would play
> locally correct moves, it could never have an overall "understanding" of the
> situation, and would thus generally play in the wrong area of the board. It
> may make a beautiful connection between two dead groups, or carefully secure
> a fourth eye to a group that is already unconditionally alive, or extend a
> group into enemy territory, even if the group is dead as it stands, and
> adding those stones just costs it points.
> 
> Or have I missed something again?

If it plays locally correct, this means that locally a lot of moves can
be ignored (or ordered at the bottom). This is certainly worth
something, just think of branchingfactors. Ofcourse you're right that
something else is needed to make the global decissions...

Erik