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Re: [computer-go] SlugGo v.s. Many Faces update



> I suppose you could design an engine to thwart this
> metric entirely by
> playing for a near tie, no matter if you are winning
> or losing.  Such
> as by each player building life on one side of the
> board and then
> spreading to the middle.

i only mention it because some good players play
in a fairly non-confrontational way early on and
the game can come down to subtle decisions about
how (insert isomorphic description of "spreading
to the middle") moves were chosen.

s.


		
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