[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
RE: [computer-go] Addressing the root of the problem
From:
"Daniel Burgos" <Daniel_Burgos@xxxxxxxxxxxxxxxxx>
Date:
Thu, 7 Oct 2004 13:53:17 +0200
To:
"computer-go" <computer-go@xxxxxxxxxxxxxxxxx>
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.
I guess, it could be some mix of cellular automata and neural networks...
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.
I tried to establish some rules which will grow the needed "fractal",
but suddenly came to the conclusion, that all my constructions repesent
a less powerfull system.
Now trying to design a meta-system with even less rules (one could be
tracking that produced end-system must be "at the edge of chaos"), which
is given a set of building blocks (for rules) and evolves the rules,
which in turn will grow the end-system.
I.e. "meta-system" --(evolution)-> "rules" --(grow)-> "solution system"
Anton.
_______________________________________________
computer-go mailing list
computer-go@xxxxxxxxxxxxxxxxx
http://www.computer-go.org/mailman/listinfo/computer-go/