Is it possible to train a pattern-based engine with known-bad moves, especially
common "trick" moves, to give it a leg up on this problem?
Terry McIntyre <[email protected]>
Unix/Linux Systems Administration
Taking time to do it right saves having to do it twice.
>________________________________
> From: Petr Baudis <[email protected]>
>To: [email protected]
>Sent: Monday, January 9, 2012 6:32 AM
>Subject: Re: [Computer-go] replacing dynamic komi with a scoring function
>
>On Sun, Jan 08, 2012 at 08:23:08PM -0800, steve uurtamo wrote:
>> even with the joseki libraries, MCTS prefers center?
>
>Besides what David said, joseki libraries (and even elaborate pattern
>libraries) have the major problem that it is tricky to get data on
>deviations. Therefore, if your pattern sets up a good situation but
>your opponent plays move unexpected by the pattern, it is up to luck
>if you react correctly. And since your opponent may be your own playout
>for example (directly or through RAVE), the program may throw away
>pattern moves since the opponent strays it in a bad variation.
>You can imagine this for many corner patterns, there is just a single
>correct path through and the first move will look badly if you do not
>follow it through.
>
>After few years, I have gotten back to the frustrating bussiness of
>pattern matching (thanks to Lukasz Lew!), and I think there might be
>ways around this...
>
> Petr "Pasky" Baudis
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