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Re: [gnugo-devel] Re: [computer-go] SlugGo v.s. Many Faces
I suspsect that this method will be equally effective against a 1 kyu
player, just my opinion. Even though it does seem at first glance to
be hard core "opponent modeling" I can imagine what is going on by
comparing to my own program.
There are many times where my program is "torn between" two moves, one
which is pretty bad and one that is right. Even something simple to
resolve many of these cases would improve the program significantly.
Some of them are not easily resolvable with simple heuristics but a
"peek around the corner" would help significantly.
- Don
From: wagjan@xxxxxxxxxxxxxxxxx
Date: Thu, 26 Aug 2004 11:47:44 +0200
Hi,
On 26 Aug 2004, at 7:31, Darren Cook wrote:
>
> I.e. "stupid, narrow but deep" beats "sophisticated but shallow".
>
> The times it fails are when a non-obvious tesuji (e.g. a throw-in or
> making
> an empty triangle) is a considerably better move because it lives/kills a
> group.
I am afraid, that there are many situation where the move which
seems to be the second best at first sight is much better then the
first. (Or the first leeds to a trouble, which is the same... :)) And
when this happend at 3rd ply, then searching the wrong line in 16
deep is worthless. It is not supprising that it could be stronger by 3-
5 kyu against himselt, but it is interesting for me that it is
significantly stronger against Many Faces. I guess that 16 ply 'very
narrow' search can not help more then 1 kyu against human.
But your result are interested anyway, because no one knows the
result.
May I ask the averages branching factor at the 1st ply ? If it is
significantly less then 72, then do other processors nothing ?
Best regrads
Janos Wagner
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