Often, when I study sprawling groups in the middle
game, I have found that gnugo --decide-dragon-status
will fail with an uncertain result, but if I increase
the owl-node-limits and semeai-node-limits to 10k,
gnugo finds a resolution to the problem in a matter of
seconds. I sall run gnugo's solutions past stronger
players, but at the moment, they look reasonable to
me; certainly they are playable against low kyu
opponents.
I suspect that gnugo's limits were tuned for slower
processors and smaller memory sets. Now that machines
come "off the shelf" with 3 gigabytes of RAM, perhaps
it's time to revisit those parameters. A 10 megabyte
cache ( the default ) seems too parsimonious.
If traditional programs were to fully use the RAM now
available, building trees with tens or hundreds of
thousands of nodes, it looks to me like their middle
game on a 19x19 board might impress dan-level players.
Terry McIntyre <[EMAIL PROTECTED]>
Wherever is found what is called a paternal government, there is found state
education. It has been discovered that the best way to insure implicit
obedience is to commence tyranny in the nursery.
Benjamin Disraeli, Speech in the House of Commons [June 15, 1874]
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