to use 19-integer arrays for the sake of keeping things
simple & debuggable. But maybe someone else will find a use for this
system--or suggest an arrangement I might find more useful?
Forrest Curo
San Diego
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ficant difference between a competent player and a
strong one.
Forrest Curo
San Diego
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nment (roughly equivalent to chess) against players
who could beat him easily elsewhere.
Forrest Curo
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In [ext]The Theory & Practice of Go, Korschelt describes an
experimental 21x21 goban that he constructed and turned over to his
Master, Murase Shuho, for testing.
Anyone who wants to try this can play email-style games on
dragongoserver.net -- up to 25X25.
Forrest
Maybe some long-term setting based on wins/losses, weighted toward
recent games? When this is high, continue to moderately encourage
moves/positions that the evaluator likes--& when low, kick the
evaluating net/subnet until it either dies or gets less
indiscriminatingly encouraging?
, all these functions are interdependent and virtually
need one another just to "define" (in an operational sense) what they
need to consider!
Forrest Curo
This message
andom part of the program include the more
promising sequences, where applicable, as if they were individual moves.
Forrest Curo
This message was sent using IMP, the Internet Messaging Program.
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Quoting Álvaro Begué <[EMAIL PROTECTED]>:
On Dec 13, 2007 2:28 PM, Forrest Curo <[EMAIL PROTECTED]> wrote:
> It's the approach I believe to be more human-like. Not necessarily the
> playing style.
Human beings "chunk".
What all this fuss suggests to
atever winning lines they've left open, and will
thus be objectively better than others. Can an mc player recognize
them? At what point?
Forrest Curo
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me would almost
certainly change, but perhaps a different point would have a similar
relationship to stones in the new position.
Every time I actually start coding, some new idea or some new
objection comes along...
Forrest Curo
--
commercial rivals, but it's impressively fast by my standards...
Forrest Curo
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comp
ndicap actually gives
is First Move in many places. A higher-ranking opponent doesn't "take
away" anything tangible that the weaker player possessed; what he
takes, repeatedly, is the initiative. And that's enough to add up to a
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