I've been thinking a bit about the collection of
patterns from games, whether of professionals or of
programs.

It is possible to get some remarkably high correlation
between the moves played by pros and a predictor - yet
still not have a good program. Why?

One possible answer is that many moves are considered
but never played; this information is not captured by
looking at game records alone. Ordinarily, both
players analyze parts of the game - life-and-death
situations, for example - and know exactly what
outcome to expect. For instance, "the L group is dead"
- therefore, one would not create such a provably dead
shape.

The game record will show the results of decisions
made by pros, but not the process of rejecting bad
shapes.

A tree search based only on game records is unlikely
to  have enough information to weed out situations
which are almost right - "just a little bit dead."

Suppose a group can be defended - four liberties in a
row, for example. If the opponent plays inside those
four liberties, you play to divide the area into two
eyes - unless the situation is such that the group has
a second eye elsewhere. Game records won't show such
frivolous plays, but it is essential to know how to
respond to programs which do make such plays. 

It might be worthwhile for tree search to include
patterns which have been generated by life-and-death
solvers, determining the status of groups using moves
which seldom appear in game records, but which are
essential to gather tactical information about the
status of groups, used to make top-level strategic
decisions. 

To summarize, the tree search needs to know about
patterns which are unlikely to ever be expressed in
the game record itself. 



Terry McIntyre <[EMAIL PROTECTED]>

“Wherever is found what is called a paternal government, there is found state 
education. It has been discovered that the best way to insure implicit 
obedience is to commence tyranny in the nursery.”

Benjamin Disraeli, Speech in the House of Commons [June 15, 1874]


      
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