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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