Amen to that. When using positions to judge the strength of a program, one 
would need to test not just one "pro move", but a sequence of plays -- 
including some which don't appear in pro games. A pro knows how to deal 
decisively not only with the optimal plays of other pros, but also with 
suboptimal plays from the rest of us. Programs are often even stranger than 
human players. 

If I were designing a test set, I'd ask pros to defeat the program, and would 
convert the blunders into a test set. To improve, the program would have to 
generalize the lessons learned from those test cases.

 Terry McIntyre <terrymcint...@yahoo.com>


-- People never lie so much as after a hunt, during a war or before an 
election. -
Otto von Bismarck




________________________________
From: steve uurtamo <uurt...@gmail.com>
To: computer-go <computer-go@computer-go.org>
Sent: Tuesday, April 7, 2009 5:12:27 PM
Subject: Re: [computer-go] Fast ways to evaluate program strength.

otherwise pair-go wouldn't be as funny to watch.

s.

On Tue, Apr 7, 2009 at 8:05 PM, Michael Williams
<michaelwilliam...@gmail.com> wrote:
> Łukasz Lew wrote:
>>
>> I would like to rephrase my question:
>> Let's measure prediction of pro moves of a whole engine while
>> modifying heavy playouts / MCTS in the engine.
>> How well might it work?
>
> Probably not well.  Because what matters is not how often you play strong
> moves, but how often you avoid blunders.
>
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> computer-go@computer-go.org
> http://www.computer-go.org/mailman/listinfo/computer-go/
>
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