On Nov 6, 2007 4:34 PM, Don Dailey <[EMAIL PROTECTED]> wrote:

> Territory scoring doesn't make the game end any sooner,  it just
> penalizes you for not doing so.


Right.  In close games, the decision to pass is non-trivial.  If protecting
against an invasion causes a loss, then the invasion must be left open.
This type of behavior is human-like.  The only real exception is that weak
humans like me don't count perfectly and exhibit this behavior in more cases
than they should.  If I'm ahead 40 points, I protect everything.




> But I refrained for 2 reasons:
>
>   1. It makes everything more confusing and complicated.
>
>   2. There is a better way.



Actually, I agree with you that the better way is the better way for the
community as a whole.  Similar to an occasional slow/fast tournament on KGS,
I think some experimentation with territory scoring has some benefit.  This
style of behavior is pleasing to people, and I think some testing of it
could be helpful.  Many people prefer to end games the human lost gracefully
rather than be forced to resign through long endgame.

I think having a way to generate a lot of games to test this style of
behavior is helpful.  I really care little about the rules, except that it
provides a mechanism to encourage the human-like behavior that I want my bot
to exhibit.

I mostly consider this discussion to be theoretical.  I doubt anyone would
implement this and put up a temporary server to play around with this
behavior.  All I'm really trying to say is that if someone did do it, I'd be
happy to participate.  My ultimate goals are slightly different than "create
the strongest bot".  I aim to make a bot that's fun to play and to add
features to.  Being the strongest would be a bonus ;)
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