On Thu, 2007-07-05 at 09:53 +0200, Magnus Persson wrote:
> A second way of formulating this is that there are no rules without
> exceptions
> in go. Thus for every pattern added one creates problems, and one
> might 
> need to
> discover those exceptions to get the benefits. And then there are of
> course
> exception to the exceptions... So when I think it is possible to
> improve
> playout infinitly I would also say it is really really difficult...
> at 
> least by
> hand which I am doing now. 

I agree with you.  As you add more knowledge it gets more and more
difficult.  I believe what happens is that your program becomes more
"fragile" in the sense that even if it becomes stronger overall, it also
develops idiosyncrasies that can be punished.    Other programs could be
specifically designed to beat them.  

The model of a human continuously adding knowledge and making a program
stronger and stronger (without limit)  seems dicey to me.    That's why
I believe it will eventually come down to some kind of machine learning
system.    In fact UCT (in my opinion) is a big step towards replacing
tedious knowledge engineering  with more clever techniques.   Of course
now it turns out that we are adding more knowledge anyway to increase
the strength.   But at least it's less intensively knowledge engineered
than previous systems.

I think trying to learn from human games is usually bad too, for similar
reasons.  I had at least 3 reasons why I think it's bad, one of them is
simple what I call the omission problem,  you don't really see (or
sample) the reasons certain moves are or are not played.   


- Don


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