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Re: [computer-go] question regarding Hydra Chess PC computer
----- Original Message -----
From: "Vincent Diepeveen" <diep@xxxxxxxxxxxxxxxxx>
I'm sure in go and chess and any board playing game you'll see similar
things. professional players are the most horrible source to 'improve'
ones
evaluation function. They do not understand how to make an evaluation
function and will never understand what a computer is and how it works.
I agree. Last year, a 1p player offered unlimited assistence.
We talked a lot at first, brainstorming, me asking questions etc.
I came to the conclusion that at least the coming years I would have no use
for a pro player (imagine, I do not play Go myself!).
On the verge of being deemed immodest, I even think that pro advice is not
so useful *at all* in Go. Simply because Go appears much "fuzzier" than
chess. In Go, it seems to pay off greatly to simply do large-scale
statistical analysis of patterns and "prove" that chains can be connected
(patterns, search) instead of relying upon heuristical equivalents of
proverbs and pro's gut feelings.
There seems much more progress possible for a computer in Go compared to
humans, as for a computer in chess, compared to humans, and I suspect that
pro advice in comp. Go is even much less useful as in comp. chess.
Also I think that statistical analysis in Go is more promising than in Chess
due to the highly statical nature of Go positions. When you are able to
measure metrics like connectivity, territory, moyo, influence and have a
decent tactical module, you come a long way.
I have experimented with a connectivity estimator. How it works: Examine
500,000 games and record every occurence of two or more chains in eachother
neighborhood.
Record tens of million of normalized patterns and keep a score for each
pattern: "becomes connected" and "does not become connected". Next time you
encounter a pattern, you can say something about the statistical likelihood
that the chains will become connected or are connectable. And if the pattern
has never been seen, it is likely non-connectable.
This I managed to make work quite well, but the results were a bit
disappointing. Because chains can connect somewhere else than at the
pattern's location. Chains often span quite an area. And connections
sometimes depend on ko-fights elsewhere and other things I don't know about
:) Another problem was that the database was 64 MB and added to the 80 MB
of the pattern database, it was not commercially viable.
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