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Re: [computer-go] Pattern matching - example play
----- Original Message -----
From: "Don Dailey" <drd@xxxxxxxxxxxxxxxxx>
Subject: Re: [computer-go] Pattern matching - example play
Don, you keep on sending me private emails without an option for me to
forward it to comp.go.
> But the teacher can also identify WHAT move was bad, WHY it was bad
> and then reason about which move was more appropriate.
Yes and the learning system discovers what is neccessary to play good moves,
nothing more nothing less, in a form usable by the system.
> Your system as you explained doesn't do this.
Well that's an entirely different subject, and I don't think it's useful
that my system knows this.
BTW my current system can fully argument it's moves, all the way up to
showing actual games in which the patterns occured, and explaining why it
deems one pattern more important than the other (based on certain
statistics).
Soon I'll have screenshots where the system is showing it's move
argumentation in graphics.
> to a very few moves, possibly the bad moves. That's where the
> "lesson" is. A large number of moves that masters play would also be
> played by good go programs, nothing much to be learned here.
The system learns those lessons and stores them as a list of values, a bit
like a neural network.
My system stores 16 million values and 8 million patterns.
That is a set of "holographically stored" lessons on "shape",
(now please guys spare me the lectures on how I do not understand
holographics like last time)
> I feel that a good learning system must have the kind of feedback
> where it knows WHICH SIDE won, WHY they won and what the good and bad
> moves were.
I think this kind of thinking will lead you straight to failure.
It is totally unneccesary to put a human brain into the system.
The system just needs to play good moves, it does not need to be able to
explain them or knows who will win and why.
All that is superfluous fluff.
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