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



Just some additional musings about this topic as I think I now understand the basic premise. Thanks David.

I am a long time believer in the multiple level/nested relationships model to playing computer-go. I've never really thought of this concept applied to go as a fractal, however.

To me the key to fractal property is self-similarity at different scales. Normally I think of fractals as existing in a spatial dimensional form of some kind. In this case we're not talking about a spatial order, although a multitude of various mappings to a spatial format can be achieved (like John Tromp's picture of Connect-4).

The distance property between 2 points in this "fractal" space does not represent length distance between stones, but distance in plies or depth. It is truly simply the game tree still in my mind. But is it fractal in nature? That depends on whether there exist patterns at different size scales within this space that are self-similar. It is not at all evident to me that it is a fractal by this definition.

And if so, whether these self-similar patterns could be exploited to choose better moves in general is the other question. Exploited via algorithmic, heuristic, or mathematical methods. I think this is what David means by using scaling relationships to choose moves. It is also not evident to me that this would work very well with the nuance of shape and stone relationships to tactical considerations. At best, I can't see this working as well as standard pattern matching techniques.

David correct me if I've led myself astray and please comment on these thoughts if you will.

I don't know whether this characterization of the fractal idea matches what Frank was saying or not, however. He asserts much more certainty over the fractal metaphor and potential techniques to navigate the "fractal" space than seems logical without any/much evidence.

Matt

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