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Re: [computer-go] Perfect sub-tree move path (was Brute Force...)...
> However, this same pressure acts on player B in exactly the
> opposite way. Player B's goal will be to ensure he chooses the
> move that requires player A have the maximum number of future
> choices committed to player A's limited memory. Player B is
> playing to maximize Player A's fallibility. Player B is not
> playing to win, lose, or even to tie while player A is successfully
> remaining on the "perfect" play track. Player B is merely trying
> to push player A into a board state for which player A (being
> fallible which implies forgetful) cannot recall the "perfect" move.
> If player B eventually succeeds in getting player A to make an
> "imperfect" move, the game moves into an state where the outcome is no
> longer guaranteed, and returns to probabilistic.
Yes, the game would change into a different kind of game. However
modern chess is already something like that. Many games are won or
lost before the players meet over the board. Great players are always
looking for the "theoretical novelty" that they may only get to play 1
time. It doesn't have to be winning, it just has to surprise and be
difficult to refute over the board. Later it will either get properly
refuted, or avoided.
The best players would have to work much harder to be best. Years ago
a natural talent could be great without working too hard.
- Don
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