I like the chess player dogs. Thumbs up for them.

Anyway, Searcher dogs should be killed this way:
http://news.bbc.co.uk/2/hi/europe/4489792.stm

:-P

--- Chris Fant <[EMAIL PROTECTED]> escribió:

> Dogs can play Go?  No.  They can't.  Dogs also
> cannot search for files
> on your computer.  Why are my CPU cycles being
> wasted to animate a dog
> who may or may not pretend to know something that I
> don't?  Is it
> purely to annoy?  If so, hats off.
> 
> 
> On 12/14/06, Chrilly <[EMAIL PROTECTED]> wrote:
> > I know of no research, but chess-programms like
> e.g. Fritz do this to a
> > certain degree. There was (maybe is) an award by
> the ICCA-Journal for the
> > best annotation by a programm. But I do not
> remember any papers how this is
> > done. Trade secret.
> > I have implemented another form of "annotation" in
> my chess-programm
> > "Schweinehund". An animated dog made comments on
> the game. This was insofar
> > relastic, as my nephew felt insulted by his uncle.
> The dog made some bad
> > comments about his playing style. But the
> underlying mechanism was rather
> > primitive. The animation sequences were mainly
> selected due to evaluation
> > changes and some online behaviour. E.g. when the
> human opponent took a long
> > time for his move, he was many or only a few moves
> in the opening book...
> > The impression of realism and meaningfull comments
> was due to the dog.
> >
> > I have my doubts that one can make with current Go
> programms a meaningfull
> > annotation. For this purpose the programm must be
> much stronger than the
> > user. E.g. when the dog said "this was your second
> best move" the programm
> > must be relative sure, that the human played a
> blunder. It increases the fun
> > if the dog is in a small percentage of cases
> wrong. But if the dog is most
> > of the time wrong and the human move was in fact
> quite strong, its annoying.
> > The generell advantage of an animated character
> is, that the
> > comment/annotation must no be so detailed and one
> can "cheat" a little bit.
> > E.g. if the programm realized that the comment
> before was wrong, the dog can
> > say "forget it, was just a joke". The difficult
> part is that it is an
> > online-algorithm. In case of an annotation one can
> analyse the whole game
> > before generating some comments.
> >
> > Chrilly
> >
> >
> > ----- Original Message -----
> > From: ""¹ÓÌÚ¿­É×"" <[EMAIL PROTECTED]>
> > To: <computer-go@computer-go.org>
> > Sent: Thursday, December 14, 2006 2:51 AM
> > Subject: [computer-go] Are there researches about
> human annotation to
> > gamerecords ?
> >
> >
> > > Hello. I'm Araki. Nice to meet you.
> > >
> > > I'm searching researches about human annotation
> to game records for
> > > machine learning. (for example, "these stones
> are weak", "this move is for
> > > attack those stones", "this move was bad" 
> ...etc) Does anyone know such
> > > researches?
> > > _______________________________________________
> > > computer-go mailing list
> > > computer-go@computer-go.org
> > >
>
http://www.computer-go.org/mailman/listinfo/computer-go/
> >
> > _______________________________________________
> > computer-go mailing list
> > computer-go@computer-go.org
> >
>
http://www.computer-go.org/mailman/listinfo/computer-go/
> >
> _______________________________________________
> computer-go mailing list
> computer-go@computer-go.org
>
http://www.computer-go.org/mailman/listinfo/computer-go/
> 


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