I think many amateurs would already benefit from a simple blunder
check and a short list of viable alternatives and short continuations
for every move.

If I could leave my PC running over night for a 30s/move analysis at
9d level and then walk through my game with that quality of analysis,
I'd be more than satisfied.


On Thu, Jan 28, 2016 at 7:42 AM, Robert Jasiek <jas...@snafu.de> wrote:
> Congratulations to the researchers!
>
> On 27.01.2016 21:10, Michael Markefka wrote:
>>
>> I really do hope that this also turns into a good analysis and
>> teaching tool for human player. That would be a fantastic benefit from
>> this advancement in computer Go.
>
>
> The programs successful as computer players mostly rely on computation power
> for learning and decision-making. This can be used for teaching tools that
> do not need to provide text explanations and other reasoning to the human
> pupils: computer game opponent, life and death playing opponent, empirical
> winning percentages of patterns etc.
>
> Currently such programs do not provide sophisticated explanations and
> reasoning about tactical decision-making, strategy and positional judgement
> fitting human players' / pupils' conceptual thinking.
>
> If always correct teaching is not the aim (but if a computer teacher may err
> as much as a human teacher errs), in principle it should be possible to
> combine the successful means of using computation power with the reasonably
> accurate human descriptions of sophisticated explanations and reasoning.
> This requires implementation of expert system knowledge adapted from the
> best (the least ambiguous, the most often correct / applicable) descriptions
> of human-understandable go theory and further research in the latter.
>
> --
> robert jasiek
>
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