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RE: [computer-go] Pattern matching - example play
> -----Original Message-----
> From: computer-go-bounces@xxxxxxxxxxxxxxxxx
> [mailto:computer-go-bounces@xxxxxxxxxxxxxxxxx]On Behalf Of Vincent
> Diepeveen
> Sent: Monday, November 29, 2004 18:12
> To: computer-go; tesujisoftware@xxxxxxxxxxxxxxxxx; computer-go
> Subject: Re: [computer-go] Pattern matching - example play
>
> Yet it's without doubt the case that in order to implement it bugfree you
> need to be hell of a programmer in the first case.
>
> A few years ago at several tournaments the first time programs showed up
> they always forfeited. Instead of playing 40 moves in 2 hours,
> they thought
> they had to play 39 moves in 2 hours :)
>
> Such type of bugs.
>
> I understand that Mark Boon will not be able to imagine such major bugs in
> software, yet that type of bugs is what the average software has...
Heheee. Not at all! I've been there, done that :) The first tournaments my
program lost some of the games because of such stupid, really stupid bugs.
Or maybe they're not really so stupid, it's just that there are a lot of
small things to take care of. It's almost impossible to foresee all of the
possible problems that seem trivial afterwards and that instantly lose a
game. But it's not rocket-science to iron those out. It just takes a few
years. This is where determination is important.
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