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Re: [computer-go] Chess programs versus go programs



It sounds like you are suggesting computational game theory (CGT) calculations. Does anybody's program do that? (I'm guessing that most programs have some kind of code to deal with sente vs. gote issues, but that's not the same as full-generality CGT.)

http://senseis.xmp.net/?path=Endgame&page=GoNumbers

Even a brain-dead CGT calculator might be of some use, since people are terrible at math; such a program could probably solve most of the problems on the above page in microseconds, for example. But as you say, a CGT calculator can benefit from (and for more complicated problems, it would require) the same move-pruning and evaluation hints that speed up ordinary local search. If a CGT calculator used hooks to existing evaluation code, it would not add too much complexity to an existing program, I think.

Some strong players estimate the value of their moves even early in the game, and when you have a value, you can use CGT, though using CGT too aggressively early on might be inferior to adding more global search.

From: Heikki Levanto <heikki@xxxxxxxxxxxxxxxxx>
While reading, one should be able to mark possible tenukis (ignoring the
local situation and playing elsewhere).

Now, having a pile of such trees, a higher-level search can try to
decide which local battle to fith at each "move" (which can represent a
longer forced sequence).

If all local moves are graded in terms of their size and urgency
(temperature?), then we should have enough data to make meaningful move
ordering and pruning in the higher-level search.


I don't know if anyone does this sort of multi-level search, and what
practical the practical limitations of such an approach. As with any
search, it needs a decent evaluation function, but that is another
problem...
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