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Re: computer-go: Learning from existing games
Heikki,
Along the same lines as your comment, I think that even moves
themselves could be "judged" (very weakly and inaccurately of course)
by the final results of the game. I would never recommend this as a
way to proceed but it's certainly the case that the moves of the
winning side are better than the moves of the loser.
So even though you could never point to any individual move and claim
it's value with any reasonable certainty, you at least have a weak
measurement of quality of all the moves taken as a whole.
I doubt thinking in terms of moves instead of positions can get you
anywhere, but temporal difference learning is the same idea applied to
positions and has been successful in many games.
Don
Date: Mon, 13 Jan 2003 21:32:33 +0100
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On Mon, Jan 13, 2003 at 05:15:25PM +0000, Nick Wedd wrote:
> Bluntly, no.
> If there were a simple way to tell a good move from a bad move, you
> would just implement it in your program, you wouldn't need the training
> strategy.
Careful here! This argument could be used against any and all learning
algorithms. Yet we know of backgammon that a simple learning program can
indeed play well, better than any hard-coded evaluation.
Then again, learning has not turned out to be such a hreat success in go, so
you may well have a point here...
-H
--
Heikki Levanto LSD - Levanto Software Development <heikki@xxxxxxxxxxxxxxxxx>