> On Tue, 2006-12-05 at 09:51 -0800, steve uurtamo wrote: > > > I'll bet Mogo would give a dan level player fits at > > > 9x9 if 1 week of > > > thinking time per move could be compressed enough to > > > play a 30 minute > > > game. > > > > you could always get a dan player to volunteer for > > such a game. he would promise not to spend more > > than 1/2 hour on the game, and mogo would play > > postally. > > > > i'd be very impressed if mogo could "give him fits". >
> What do you mean by dan level? I don't mean "high dan", I mean 1 dan. So that I can follow this discussion, how would be the "kgs level" of this player (it is the only level I have access to when looking at the results of game)? > Mogo would also have a memory problem. The UCT programs build trees in > memory. My own program cannot think more than a few minutes without > running out of memory - so even the experiment you propose cannot be > done. Yes you are right. For MoGo it is even worst. As all the games we have to play in are short games, we did not at all "optimize" the memory use, and in fact MoGo a lot more memory than necessary. I am not totally sure, but I think even 1 minute/move is already too much :). Of course, we can be more carefull with memory usage, but for the moment it is not the higher priority. > In fact, in honor of Chrilly's laws I will call this "Don's law". > "What really counts is how bad your bad moves are." I think this is a interesting point. I think I agree with that law :). Sylvain _______________________________________________ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/