I think it's all in the presentation. Even if they are not even
beginners, with skill you can help them appreciate how some basic
concepts are difficult for a computer.
For instance, I think that you can teach the principle of 2 eyes with a
very simple example perhaps involving just 1 point eyes. Then move to
showing them that if the eyes are bigger, it starts getting ambiguous
very quickly - and at some point it starts taking a relatively advanced
player to discern when a bigger space is equivalent to an eye.
You start just by showing them a group with 1 single point eye and how
it gets captured. They you progress: what if there is another eye?
etc.
- Don
On Wed, 2006-11-22 at 12:27 -0800, steve uurtamo wrote:
> i think that these won't be terribly easy
> for your audience to parse. part of the
> problem is that gnugo is actually better than a
> beginner, for instance.
>
> i'd say anything that isn't tactical in nature
> is a good example.
>
> moves that don't directly make any territory, but
> which threaten to, for instance. look at the
> first 8-10 moves of most any KGS game played by
> robert jasiek ("sum") that ended in an early
> resignation.
>
> s.
>
>
>
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