>This is Aya's move predictor(W) vs GNU Go(B).
>http://eidogo.com/#3BNw8ez0R
>I think previous move effect is too strong.


This is a good example of why a good playout engine will not necessarily play 
well. The purpose of the playout policy is to *balance* errors. Following your 
opponent's last play is very helpful in that regard.


-----Original Message-----
From: Computer-go [mailto:computer-go-boun...@computer-go.org] On Behalf Of 
Hiroshi Yamashita
Sent: Friday, December 19, 2014 10:25 AM
To: computer-go@computer-go.org
Subject: Re: [Computer-go] Teaching Deep Convolutional Neural Networks to Play 
Go

Hi,

> The predictor is white.  It really does just play shapes, but 
> evidently it's plenty enough sometimes or against weaker opponents.

I saw some games, and my impression are

DCNN sees board widely.
Without previous move info, DCNN can answer opponent move.
It knows well corner life and death shape.
It does not understand two eyes, and ladder.
Tactical fight is weak.
Ko fight is weak. Ko threat is simpley good pattern move.
It does not understand semeai which has many libs, like 4 vs 5.
 So it will not help to generate semeai moves.


This is Aya's move predictor(W) vs GNU Go(B).
http://eidogo.com/#3BNw8ez0R
I think previous move effect is too strong.

Hiroshi Yamashita

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