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[gnugo-devel] On Defining Local Game Boards


From: Eric
Subject: [gnugo-devel] On Defining Local Game Boards
Date: Sun, 12 Sep 2004 18:00:04 -0700 (PDT)

--- Evan Daniel <address@hidden> wrote:

> A note on breaking up the board:  This is a
> nontrivial task in itself.
>  In general, if you can accurately decompose the
> board and determine
> correct valuations for the pieces, CGT techniques
> will tell you where
> to play globally.  Your suggestion of draw a square
> around each dragon
> is far too simplistic -- many times a dragon is
> strongly alive
> independent of endgame questions, and is part of
> multiple different
> pieces of territory, each of which can be handled
> separately for
> endgame reading purposes.  Similarly, if a dragon is
> not entirely
> alive, you may need to include fairly large areas
> around it to avoid
> missing something important.

Well, I think it is worthwhile to implement and test,
in order to determine this. There is no point in
hypothesizing about it. Maybe it is good enough. We
will never know unless we find out. Besides, we dont
need a "perfect" Go-playing program, just one that can
challenge humans.

--- Arend Bayer <address@hidden> wrote:

> And btw, even among human players, let's say in
> games between two 2ds, I
> think very many strategic mistakes result from
> misreadings or misjudgements
> of group safeties/shape problems.





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