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. > > > > ____________________________________________________________________________________ > Sponsored Link > > Mortgage rates near 39yr lows. > $420k for $1,399/mo. Calculate new payment! > www.LowerMyBills.com/lre > _______________________________________________ > computer-go mailing list > computer-go@computer-go.org > http://www.computer-go.org/mailman/listinfo/computer-go/ _______________________________________________ computer-go mailing list computer-go@computer-go.org http://www.computer-go.org/mailman/listinfo/computer-go/