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Re: [computer-go] Fractals, was Search = Bad!



My AI text book calls that a search, in its very broad definition of the term.

Searching backwards resembles "End Game Table Bases" EGTB in chess. Which I can only summarize as, for all the combinations of pieces on the board at the end of a chess game(King and a queen vs, a king and two Kinghts a sophisticated program will have as many as all 7 peiece combinations at its disposal), and a garunteed shortest sequence of moves for the winner. So during the middle game the chess program tries to convert the board to one of the board states which it has calculated to be a win for its side, and avoid the certain losses. The table base data base is constructed before the game. I am not sure how the program goes about making the two meet in the middle. Is there anyone who has more experience with this?

EGTB is esspecially useful in chess, because of the way the search space narrows near the end of the game. I believe some algorithm such as this EGTB will be able to be employed in Go as well, because of the fact that the number of possible moves in Go narrows as well, although the configuration space of the go end game is probably larger, so the table will probably have to be more sophisticated.

Cheers,

Robin

Frank de Groot wrote:

----- Original Message ----- From: "David G Doshay" <ddoshay@xxxxxxxxxxxxxxxxx>

So, all in all, I doubt that a program that "just jumps the
right way in the fractal space" will be written any time soon.
But some of the ideas close to that one are still interesting.

Yes.

Like, catapult a bunch of autonomous agents a bit further away in Fractal space and let them find their way back.
The ones that come back (have not been killed along the way) have something important to tell about the fractal space further on. Like, how to get there without getting killed (they made it back the same path..)

So you don't *search*, you reverse the process, making it converge from an x-number of "tries" back to 1, instead of from 1 to just about infinite.
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