Don Dailey wrote:
> I want to make sure I understand the nakade problem, please correct me
> if I am wrong:
> My understanding of this is that many program do not allow self-atari
> moves in the play-outs because in general the overwhelming majority are
> stupid moves. Is that what is causing
I've included two 13x13 positions below. In both positions it is Black's
move.
The first position is simplified from a real game. Black has two
enclosed dead groups, and White has a small but easy win.
The second position is a modified version of the first in which the dead
groups are more obviou
Quoting Matthew Woodcraft <[EMAIL PROTECTED]>:
I've included two 13x13 positions below. In both positions it is Black's
move.
I had Valkyria3 analyze both positions on my 1.4Ghz laptop.
In Position 1, it thinks black has 53% chance of winning but after two
minutes it is down to 45%. The pr
Hello Everyone
I've been working for a while on a computer go player which takes a
rather different tack[0]. Rather than using embedded programmatic
domain knowledge (like GNU Go) or dynamic evaluation of board
positions (UCT etc), it uses domain knowledge inferred from game
records and a complex
Here is a perl script that downloads games from the KGS archives. You need
some usernames, which you can get simply by logging on to KGS and looking at
who's playing. Some players have a 1000 or more 19x19 games in the archives,
others hardly any.
In my editor the code below looks odd so I've
Jonas Kahn wrote:
out, kos can go on for long. I don't know what depth is attained in the
tree (by the way, I would really like to know), but I doubt it is that
MoGo displays the depth of the principle variation in the stderr stream.
___
computer-go
On Mon, Mar 10, 2008 at 02:33:03AM -0400, Michael Williams wrote:
> Jonas Kahn wrote:
>> out, kos can go on for long. I don't know what depth is attained in the
>> tree (by the way, I would really like to know), but I doubt it is that
>
> MoGo displays the depth of the principle variation in the st