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Re: [computer-go] Search = Bad!



Frank de Groot wrote:
Go is a fractal and finding the best move is solving an equation based on
where in the fractal you are and where do you want to go.

The things needed are:

1. The formula for the fractal

2. finding a formula for the solution of A --> B (A is where you are inside
fractal-space, B is a value for the edge of fractal-space).

So this is where you were going.

I'm 99.9% sure that a fractal computation or otherwise any mathematical calculation can not work to play go either. The end result of a game may look somewhat like fractal shapes but that does not imply it can be played that way. It's an adversarial game with very complex things interacting on the board. Life & death struggles - eyes, captures, connections, Ko fights, etc. The main goal to surround more territory than your opponent means in addition to localize tactics an group interaction there are higher level tactics. For example, one may decide to sacrifice a certain area because playing elsewhere is worth more points. Reading and strategizing and counting potential points are very important aspects to playing go. How could a mathematical formula embody this strategy and tactics?

But perhaps mathematical constructs might be useful for a go playing program in helping to generate moves from 1st principles. Instead of using patterns use mathematical/algorithmic rules. The problem with patterns is they fail to take into account the intricacies of stone interactions outside of the pattern which oftentimes are subtly important. When good games are being played at the edge of life and death these mistakes can be critically important. Regardless of how moves are generated, I think some kind of search is necessary.

Like Don said, search is just one part of the puzzle. The devil is in the details.

Matt
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