I work for Ubicom, a semiconductor company.  I worked for HP when I
originally wrote the game, in the 80's.  Microsoft lends me hardware for
tournaments, but that is an agreement with a different group, not Microsoft
research.

-David

> -----Original Message-----
> From: [email protected] [mailto:computer-go-
> [email protected]] On Behalf Of Jukka Jylänki
> Sent: Wednesday, December 22, 2010 8:40 PM
> To: [email protected]
> Subject: Re: [Computer-go] The Path of Go
> 
> I don't know what its worth, but I bought the game and gave it a quick try
> today.. Here're the thoughts..
> 
> - The music in the game repeats after 10-20 seconds. Don't know if there
> are multiple sound tracks, but in a single game, only one looping music
> sample is playing, which gets very repetitive starting already from the
> first game. I felt very annoyed already after 5 minute and had to turn off
> the sounds.
> 
> - The story mode felt interesting, giving tsumego puzzles in between
> in-game opponents. The problem is that it starts in the easiest settings
> mode (the very first tutorials are skippable, although when you do that,
> you seem to lose a part of the story), and you can't choose a story mode
> difficulty, which made it very easy and boring to play (my official level
> is 9 kyu in the finnish OGP club). In the first game in story mode, the
> opponent gives you 3 stones on 9x9 board as handicap, and the result was
> 81-0 for me (apparently chinese scoring). In that game, the opponent
> passed in mid-game (I thought one of his two groups was livable if it had
> played at that moment).
> 
> - The second game in story mode was 9x9 with 2 stones handicap, which was
> enough to force me abandon the whole story mode altogether. Perhaps I'll
> retry doing the story mode and just grind through those easy difficulty
> levels to see if there are decently difficult tsumego problems coming up.
> 
> - After the second game, I started a new free game against the CPU on
> 19x19 at the most difficult level. I occupied one corner, white occupied a
> second one, followed by me occupying a third one, after which the opponent
> approached my corner without taking the fourth one (I guess nothing bad
> there, a matter of style). We played the first corner according to a
> standard komoku joseki, which was ok. In the second corner I made a
> beginner's mistake (I thought I was playing a joseki), and the CPU
> properly punished.
> 
> - The third corner however, was a catastrophy for the opponent. I ended
> the joseki and tenukied in a situation where one of my stones was
> catchable in a ladder, although the ladder favored me, since I had a hoshi
> stone at the opposing corner. The bot didn't realize this, but we played
> the whole board through the ladder, and only at the very end it realized
> the capture is not going to happen (the ladder spawned the whole board
>  from bottom left to top right), and it tried to desperately back up its
> moves. After shattering the opponent, I captured the AI stones for a
> while, and eventually just closed the game, since it got boring. It seems
> like the AI spends a constant amount of time per move (no time control,
> and it never immediately makes a move e.g. even if it's part of an opening
> book).
> 
> I oughta try it again on 9x9 even start (although I expect to completely
> shatter it). It makes me wonder, why didn't David Fotland make the AI for
> the game, doesn't he work for Microsoft after all? :)
> 
> To find something positive, I think the game will be a success in terms of
> trying to get new amateur players into the game, but the AI is not
> competitive by any means.
> 
> On Mon, 20 Dec 2010 04:17:31 +0200, [email protected]
> <[email protected]> wrote:
> 
> > not so hard to beat but feels quite natural.
> > it is quite good at finding good spot, abusing weakness and protecting
> > its own weakness.
> > but it does fatal mistakes.
> >
> > on a 9x9 it has 5 level of difficulty we can choose from. only 3
> > levels are available for larger board.
> > chinese scoring is a pain IMHO
> > UI is nice
> > 5$ is cheap
> > we shall make it play against many face or other strong AI to compare.
> > we could setup a game through KGS, I could manually play the moves
> > from the game.
> >
> > another website you might want to take a look at is
> >
> > http://research.microsoft.com/en-us/projects/go/
> >
> > I would not be surprise that some of the AI researcher are following
> > this list
> >
> >
> >
> > On Sun, Dec 19, 2010 at 5:17 PM, Petr Baudis <[email protected]> wrote:
> >>  Hi!
> >>
> >>  There's been some talk about the XBox Go game from Microsoft Research:
> >>
> >>
> >>  http://research.microsoft.com/en-us/news/features/thepathofgo-
> 121510.aspx
> >>
> >> Anyone has more details on how strong is its AI, etc.? The article
> above
> >> implies it's a MCTS + patterns engine, perhaps using the pattern
> matcher
> >> as described in "Bayesian pattern ranking for move prediction in the
> >> game of Go"?
> >>
> >>                                Petr "Pasky" Baudis
> >> _______________________________________________
> >> Computer-go mailing list
> >> [email protected]
> >> http://dvandva.org/cgi-bin/mailman/listinfo/computer-go
> >>
> >
> >
> >
> 
> 
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