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Re: [computer-go] Pattern matching - example play
> 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.
This is a real tricky issue. I don't think anyone has been able to
prove this, but I also don't think anyone has proven the converse.
To me, "extracting" knowledge means to get it in some form where it
can be used (with some success) in a game playing programs. I think
this has already been done. There is clearly some information in well
played games and so it should be possible to "extract" it.
However Frank, it seems to me that it should be better to directly
apply actual knowledge as opposed to trying to obtain knowledge
indirectly.
Let me ask you a question: If you wanted to learn to be a really
good player, which method would give more success?
a) Playing over published games.
b) Learning directly from masters i.e. taking lessons?
Reading books where masters annotate games is a form of method B.
Even without a teacher, I would learn much more from books that taught
concepts that I assume have been worked out over thousands of years.
Direct tranfer of knowledge must be better than learning ONLY from
example (but learning from example is quite important too.)
You must also realize that learning only from example is something
that humans are extremely well equipped to do. More than computers.
And yet it's still neccesary to be direct in teaching methods to be a
master of the game.
Finally, although a very long way off, learning from example only must
hit a wall at some point. Unless some deeper learning is going on at
the same time, you are limited by the example. Its very much like
rasing children, provide a bad example and your children will not
progress (or if they do it's because of deeper processes and their own
reasoning abilities and self-discipline.)
I think that ultimately, learning from human games is a big
limitation. You will hit a wall where there is a serious point of
diminishing returns. Heikki Levanto mentioned just one aspect of
this, there are many more. Most of the knowledge expressed in games
is buried far beneath the surface, extracting the real reasons for
moves is extremely non-trivial and is really what you would want a
program to understand.
I envision a possible future procedure where programs bootstrap
themselves, playing progressively better and better by teaching
themselves. This is how humans did it using a process that took
hundred or even thousands of years.
I think at the point we are at now, it's very possible that your
approach and similar ones could be very good.
- Don
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