On Wed, Sep 15, 2010 at 11:34 AM, Jeff Nowakowski <[email protected]> wrote:

> On 09/15/2010 07:09 AM, terry mcintyre wrote:
>
>> There are a fair number of joseki variations which have branches where you
>> are
>> not supposed to play X because you lose a capturing race. Initiate such a
>> variation, leave it unfinished, move on to the next corner, repeat.
>>
>
> The bot has to comply. It's one thing to speculate, it's quite another to
> demonstrate over a series of games that the bot consistently gets into
> capturing races that it then loses. I'd love to see this bot-killer strategy
> clearly exposed -- not just occasionally, but with something like 80% or
> greater reliability.


I have an idea!

First, some philosophy,  please bear with me:

Every player has weakness and strengths that define how good or bad he
plays.   Some of the games are going to be decided in your favor or against
you based on this.

If a human has a serious weakness he gets punished for it.   That is no
different for people than for bots.   The idea that a human can adapt to
this is somewhat myth, somewhat truth.     If a player adapts to his
weaknesses then it's just another way of saying he has improved in some way.


Years ago someone wrote a book on how to beat Bobby Fischer at chess.   It
was an interesting book because it tried to analyze what you would have to
do to maximize your chances - which openings to play,  which style of game
to aim for, etc.

So I'm thinking that bot killer strategy is not special in this way.   If
you are an active tournament player and tend to face the same players you
are interested in what it takes to beat them.

Here is where the idea comes in:

The issue with bots is that they are not trying to learn YOU.    They are
not readings books called "How to beat humans in Go."     Therefore the
authors must work this out for the computers.

I think it's probably possible to trade one systematic weakness for another.
  I can do this in my chess programs if I want to.  So then instead of
having a fixed playing style a program could be made to adapt.    But it
would require that it is informed of who it's playing and maintain some kind
of state for each player so that it can learn.

So it is possible to trade one systematic weakness for another in a way that
doesn't weaken either version too substantially in the overall sense?

A related idea is that if you can simply provide a number of different
styles to throw at people,  it will be more difficult for them to adapt.

I fear that you cannot substantially change programs in a way that makes
them act fundamentally different.








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