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Re: [computer-go] Pattern matching - example play
One can look at "Go World" or similar publications
that analyze professional games. They are filled
with diagrams of alternate moves that were considered
and rejected, along with the reasons for that.
This has been pointed out before on this mailing list.
The moves that are actually played are the results
of many moves being rejected that are not seen in
professional or strong amateur games.
A program that attempts to predict pro moves will
have a hard time when the opponent makes moves that
would be terrible against a strong player.
> A simple answer: trick moves. There are lots of
> tricky sequences that
> professionals never play, because they get a result
> that is a little bit
> less optimal than what they can get. yet such moves
> often offer many
> ways for a less experienced opponent to screw up.
> Such moves do not
> occur in pro games, but often amateurs use them,
> especially against
> weaker players, and with great success.
>
> Same kind of thing happens when people try to
> memorize joseki - they can
> handle players who stick to josekis, but are totally
> lost when a player
> deviates from the book line, because they do not
> understand the meaning
> behind every move in those josekis.
>
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