Brian Sheppard wrote:
The simplest problems give me new appreciation for the difficulties we
face in programming this
maddening game. Here is an example, with X to play:
1 2 3 4 5 6 7 8 9
A - X - - - - X - -
B - - - - X X - X X
C X - - - X - X O O
D X X X O X X O O O
E O O O X X X X O O
F - X X O O O O - O
G - X O O - - - O O
H O O X X X X O - -
J - O O X - O O - -
This position is not that complicated, and many players would make the
winning move (F1) without
thinking. After all, F1 captures the three-stone O string on the left,
and saves the three-stone X string below.
Crazy Stone finds F1 immediately (200 playouts or so). That is because
the playouts of Crazy Stone are intelligent enough to evaluate the
semeai correctly.
Rémi
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