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Re: [gnugo-devel] "local" Go games
From: |
Eric |
Subject: |
Re: [gnugo-devel] "local" Go games |
Date: |
Sun, 12 Sep 2004 19:25:10 -0700 (PDT) |
--- Evan Daniel <address@hidden> wrote:
> On Sun, 12 Sep 2004 18:19:38 -0700 (PDT), Eric
> <address@hidden> wrote:
> > --- Evan Daniel <address@hidden> wrote:
> >
> > > No, there's a difference. If you cut down the
> board
> > > too much, you
> > > can't solve the local game. You can, however,
> find
> > > moves that tend to
> > > be worth considering from a global perspective,
> or
> > > semi-local
> > > perspective (eg owl reading), even though you
> can't
> > > get definitive
> > > answers. If, however, you cut down the game
> only
> > > somewhat, you can
> > > get correct answers (in some cases, anyway, like
> > > some endgame
> > > positions).
> >
> > Yes, Evan, but you still have not yet defined "too
> > much" and "only somewhat" ;-)
>
> Too much is when you start getting wrong answers,
> only somewhat is
> when you don't :)
Yes, this is what I said a while back - it is required
to implement and test in order to know the answer to
this.
> To be more helpful... Owl patterns are in the "too
> much" category,
> and so larger-scale reading is needed. For an
> example of "only
> somewhat" you might look at the active areas in the
> persistent caches
> (though frequently those are a bit on the aggressive
> side... usually
> they work anyway though, but sometimes there are
> problems).
Yes, in the context of the current method of operation
of GNU Go.
> The real answer is that it is a non-trivial problem,
> and a good,
> consistent, correct solution would be a considerable
> contribution to
> computer go in general, not just GNU Go.
Okay.
Re: [gnugo-devel] strategy, Eric, 2004/09/12