The most important skill in this game might be in how accurately you can throw your frisbee. Why take that out? Build real robots!
;-) Erik On Mon, Feb 22, 2016 at 4:42 PM, "Ingo Althöfer" <3-hirn-ver...@gmx.de> wrote: > Dear John, Dear Nick, Dear all, > > > > ... > > > 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... > > John is exactly argumenting in my direction. > Keep the rules set as simple as possible. > > Once a stable Frisbee Go simulation scene is established, people > may build subscenes if they want. And of course, once Frisbee robot Go > will be played in real, programmers will look at all possible tricks. > > Regards, Ingo. > _______________________________________________ > Computer-go mailing list > Computer-go@computer-go.org > http://computer-go.org/mailman/listinfo/computer-go >
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