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RE: [computer-go] Addressing the root of the problem
I'm following that approach to solve Go: find a small set of
rules/patterns (as small as possible) to evaluate a board in order to
decide where is worth to play. I want to cut down the decision tree.
I think my hypothesis is the same as yours: because the complexity of go
is coming from its small set of rules (but very well designed), its
solution should be something similar.
Something inspired in the small rules that allow creating complex
figures as the fractals.
But, what is this set of rules? This is the winning answer, if our
hypothesis are correct I'm afraid...
I'm implementing evolution algorithms for that, but they are only in
design stage by now.
Daniel
-----Original Message-----
From: computer-go-bounces@xxxxxxxxxxxxxxxxx
[mailto:computer-go-bounces@xxxxxxxxxxxxxxxxx] On Behalf Of Anton Safonov
Sent: Sunday, September 19, 2004 9:14 PM
To: computer-go@xxxxxxxxxxxxxxxxx
Subject: [computer-go] Addressing the root of the problem
It is a known fact that Go is more complex than chess. But why?
It is because Go has fewer (and less strict) rules than chess, so it is
a less organized system and it is closer to the chaos.
Now my hypothesis is: to "solve" a complex system you need a
(complimentary) system with no more rules than in the system to be
solved!
If you specify more rules to the solution, it makes it more organized
and it won't completely cover the problem.
It is like this: it is possible to approximate higher level function
with a number of low level curves, but it'll never be 100% match.
And in Go this small difference means a wrong move and a lost game.
This is why there is no real success in the field - all attempts use
more rules than in the game itself and so will never succeed to play a
"divine game".
The solution must be some simple rules which produce a system as complex
as Go itself.
Anyone having thought about it this way?
Good luck,
Anton.
P.S. The topic is more philosophical, than mathematical at the moment,
so is the language.
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