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Re: [computer-go] Search = Bad!



Matt Gokey wrote:
John Tromp wrote:

Right; as is probably easy to tell from browsing my home page:)
Yeah.

The 7 moves can be nicely used to subdivide a circle into 7 smaller ones:

  2 3
 1 4 7
  5 6
>
John, perhaps you would take the time to explain this representation and what its significance is to playing the game? Furthermore, do you think this is the same as the concept Frank has introduced?
I have computed the game theoretical results of all positions in the game
of connect-4 as played on a 7x6 board, with up to 4 stones. The way I map
this depth-4 game tree into 2 dimensions is to start with a big circle for
the root, and then draw the 7 1-ply positions as subcircles of that one,
and the 7x7=49 2-ply positions as subsubcircles etc. Each circle is colored
in one of 3 shades, represting a loss, draw, or win (but then partly obscured
by the smaller circles drawn on top of it).

It could be used as a very small opening book:)

I was simply reminded of my cover when Frank mentioned fractals, because
that's how always talked about it to people: "look at this graphical
representation of early connect-4 positions; isn't it fractal like?"
But I'm afraid the shortest formula to describe this fractal would be
the brute force game tree search:(
For go, a shortcut formula is even less likely, since its PSPACE completeness
implies that any fast (subexponential) algorithm for go would translate to
a fast algorithm for *any* problem whatsoever solvable in polynomial space.

regards,
-John
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