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Re: [computer-go] Pattern matching - example play



At 18:32 29-11-2004 +0100, Frank de Groot wrote:
>
From: "Vincent Diepeveen" <diep@xxxxxxxxxxxxxxxxx>
>Subject: Re: [computer-go] Pattern matching - example play
>
>
>> Well for sure programming skill comes first, because if you have a major
>> bug in your software wherever, either eval or search, then you lose
>> immediately a game because of that.
>>
>> However, i fail to see how you can program knowledge without having that
>> knowledge yourself first.
>
>
>None of the Go programmers have ever given any arguments as to why you can't
>extract Go knowledge from game records, and be better than "manual" Go
>knowledge. I have given a working example for "shape" and theoretical
>examples for effieicntly terminating search branches for L&D based on
>harvested knowlegde, and a good explanation on how "connectivity" knowledge
>could be harvested as well.

>What are your arguments?

The only possible answer i can give to that is:
  Go Hydra Go

>Keep on repeating that "if you don't have Go knowledge you can't program it
>either" is not the point.
>The point is that it is possible to EXTRACT this knowlege automatically and
>BETTER.
>At least that is my hunch.
>
>Any reasons why this would not be the case (spare me the religious
>convictions).
>Of course only mean, by "no Go knowledge", no Go *playing* knowledge.
>
>I *do* think it is important to read a lot about stuff, like statical
>evaluation of Semeai etc. etc.
>But apart from knowing the Go literature and using that to extract Go
>knowledge or build algorithms, why would you need to be a good Go player?
>You might say: "To judge where it makes a mistake and to tune certain parts"
>but why is that impossible to judge much better and scientifically by
>letting it predict pro moves and analize where it goes wrong? If you can
>build separate modules and tests them using a scientific method and then
>assemble those modules, why would you need to be a Go player for that?
>
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