You could express the intended move as a pair of real numbers. A random
offset is then added, following some probability distribution (Gaussian, or
uniform in a disk of a certain radius, or ...), and then the result is
rounded to the nearest point of integer coordinates. What possibilities
does this not cover?

I like the idea of using Gaussian noise and handicapping games by assigning
a larger variance to the stronger player. :)

Álvaro.



On Mon, Feb 22, 2016 at 10:27 AM, John Tromp <john.tr...@gmail.com> wrote:

> dear Nick,
>
> > There's an assumption implicitly made here, which does not accord with my
> > experience of frisbee Go: that the player will always aim at an
> > intersection.
> >
> > Suppose I want to play on either of two adjacent points, and I don't care
> > which. If I aim for one of them, I will land on one of them with
> probability
> > (3p+1)/4, or whatever the formula says. I feel that I ought to be able
> to do
> > better by aiming midway between them.
>
> But then why stop there? You may also want to aim in between 4 points.
> Or perhaps just epsilon more toward the right of there.
>
> There's no accounting for all possibilities of real life frisbee Go,
> so we settle for the simplest rule that captures the esssence...
>
> regards,
> -John
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