Hello Don,
> The reference bot of course does not build a tree, what I'm actually
> looking for is a way to produce a medium strength but really simple bot
> that does not build a tree and just has a lot of playout magic.
You should have stressed very clearly much earlier
in the thread that no
I am sorry for my typos (with and ).
Of course I meant:
* among the distance 3-paths only those are allowed which do not have all
three steps in the same direction: this rule would forbid only the four paths
nnn, eee, sss, www.
Ingo
--
Sensationsangebot verlängert: GMX FreeDSL - Telef
I think Heikki makes a valid point here. I am not a particularly strong player (about 1-2 dan european), but I have learned that playing defensively is generally detrimental to the final result, whereas taking the initiative is more likely to lead to a win. If moves close to the existing position
On Wed, 2008-12-31 at 12:25 +, p...@tabor.com wrote:
> I think Heikki makes a valid point here. I am not a particularly
> strong player (about 1-2 dan european), but I have learned that
> playing defensively is generally detrimental to the final result,
> whereas taking the initiative is more l
On Wed, Dec 31, 2008 at 12:25:01PM +, p...@tabor.com wrote:
> I think Heikki makes a valid point here. I am not a particularly strong
> player (about 1-2 dan european), but I have learned that playing
> defensively is generally detrimental to the final result, whereas taking
> the initiative is
On Wed, 2008-12-31 at 14:45 +0100, Heikki Levanto wrote:
> Of course a clever player who
> knows about this can direct the game so that he ends with a moyo,
> where the
> optimal reduction move does not get considered. That sounds tricky,
> and the
> advantage from such is slight, he can be a tiny
Heikki Levanto wrote:
On Tue, Dec 30, 2008 at 08:01:27PM +0200, Berk Ozbozkurt wrote:
I think such a change may make engine objectively stronger while making
it more vulnerable against humans. Even if the human opponent isn't
aware of the move pruning logic initially, it wouldn't take a lot
A two-space horizontal play is often the normal extension. ( but they tend to
be from 3rd-line points, therefore already playable under the proposed rule )
Two-space vertical jumps are less common, but they are playable in some
situations. I'm just a mid-kyu player, but I've seen much stronger p
I recently bought Bruce Wilcox's Contact Fights Dojo, and had a bit of trouble
getting it to work under WINE.
Tried googling it, couldn't find any tips, eventually stumbled on a solution.
This is probably second nature to people with more WINE experience, but I
figure somebody else may google f
On Wed, 2008-12-31 at 17:59 +0200, Berk Ozbozkurt wrote:
> Heikki Levanto wrote:
> > On Tue, Dec 30, 2008 at 08:01:27PM +0200, Berk Ozbozkurt wrote:
> >
> >> I think such a change may make engine objectively stronger while making
> >> it more vulnerable against humans. Even if the human opponen
After 39 games it looks pretty close:
Rank Name Elo+- games score oppo. draws
1 d3p 2009 55 5539 51% 20000%
2 base 2000 55 5539 49% 20090%
confidence interval still too high to say for sure, but it is starting
to appear that depth 2 works better
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