On Mon, Jun 14, 2010 at 5:40 PM, Richard Brown <[email protected]> wrote:
> On Mon, Jun 14, 2010 at 3:59 PM, Mark Boon <[email protected]> wrote:
>
>> But I'm not sure how the method you're describing is any different
>> from what old programs like Goliath used to do.
>
> There's a step in pattern recognition called "feature extraction", where you
> decide what information to encode, and how to scale that info so that you
> get a useful way of representing features that you want to represent.  At
> the same time, some information must be discarded.  (Unless each of
> your patterns represents a total board state!)
>
> I'm sure you already knew that.
>
> So, while there might not be a difference in _what_ the old programs
> used to do and in _what_ Tim's approach does, there could yet be a
> difference in _how_ it's done.  That is, perhaps there is some clever
> representation of a behavior in go, for which we may select and encode
> and scale various features, and also for which we may discard much
> unnecessary or redundant information, with the end-result that _my_
> patterns take more into account (and hence are more useful) than your
> patterns did, back in the old days.
>
> Which is to say, the "feature extraction" phase may be the crucial phase.
>
> I can't speak for Tim Maguire, but I share his suspicion that Monte Carlo
> may not be the best way to achieve dan-level play.
>
> I believe (and hope to someday demonstrate, but there's still a lot of work
> to be done) that dan-level programs will _severely_ prune the game-tree
> via the use of pattern-classification, and then use simple minimax on the
> remaining candidate moves (as Tim described).  (One could also use a
> Monte-Carlo layer in the program, but with this severely-pruned tree,
> minimax is probably "enough".)
>
> The tricky parts are:  1) Extracting just those features we want (and throwing
> others away as unnecessary or redundant), and 2) being able to compare an
> arbitrary pattern to others that we may have seen in the past (likely, during
> observation of professional games, as that is the behavior we wish to 
> emulate).
>
> --
> Rich


I won't say that this type of approach won't work. But, after many
years of people trying precisely that type of thing and not getting
strong programs, I will wait to get excited until the program gets a
good rating in cgos.

About the effective search depth idea that this thread is supposed to
be about, I don't understand what it's supposed to be for...

Álvaro.
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