On Thu, Aug 11, 2016 at 11:22:17PM +0100, Gonçalo Mendes Ferreira wrote: > Hello, I'm sharing with you a document that was shared in the GNU Go > mailing list and I found interesting. Its author is currently muted from > this list, but I think it is very much worth sharing here instead. > > There haven't been many papers on a classical approach to Go in recent > years (decade?). > > Here it is > http://papers.ssrn.com/sol3/papers.cfm?abstract_id=2818149 > > The original thread can be found at > http://lists.gnu.org/archive/html/gnugo-devel/2016-08/msg00002.html
lists.gnu.org isn't talking to me right now, but I've skimmed through the paper. It contains a high-level pseudocode for strategic planning of a Go-playing agent. However, it unfortunately doesn't explain how to implement the functions like influence() or how to efficiently read out the sequences appropriate for its kill() subroutine. From what I remember when I first started digging into GNUGo, the actual GNUGo's implementation might be actually very similar to what the paper describes! The trouble starts when one starts looking into the "implementation details" and how to avoid the combinatorial explosion of possible sequences. I'd encourage djhbrown to look into the GNUGo general strategy code (which is *not* just a general alpha-beta search) and consider why it doesn't work that well in practice. I have found debugging GNUGo's mistakes a great educational experience in the fundamental flaws of classic engines back then. -- Petr Baudis If you have good ideas, good data and fast computers, you can do almost anything. -- Geoffrey Hinton _______________________________________________ Computer-go mailing list Computer-go@computer-go.org http://computer-go.org/mailman/listinfo/computer-go