In message <[email protected]>, steve uurtamo <[email protected]> writes
in the last game, a comment i especially noted was that miai was
handled poorly by the computer player and was a seemingly effective
strategy for playing against a computer, since there were many miai
that john left for later. once two fights got close enough to affect
one another, the miai got more complicated, because john could
seemingly (locally) sacrifice groups that were still just fine. on a
positive note, MFoG seemed to do a good job at working to keep sente.

on the question of who was allowed to comment and who was not -- in
the first game, the rule as stated was that only dan-level players
would be given permission to comment. then a 2kyu player was added
into the mix, but the level of conversation was indeed restrained by
the fact that it was only 4-5 people giving most of the commentary.

As the person relaying the games (as 'BGAmatches'), I can expand slightly on this.

I gave "permission to chat" to
  everyone rated 1d or better whom I noticed (I'm sure I missed some)
  everyone who asked
  a few other people whom I knew were sensible

I don't know what happened with pasky. I noticed him there, and gave him permission to chat, but I did not see him use it. I tried to chat directly to him, but received no response. I noticed that chid0ri was in another room, drew her attention to a challenge game, and gave her permission to chat in it (I don't think she used it).

As for my reasons for using "nazi mode"  -
In the past I have done relays of British championship matches. These don't attract as many viewers as this week's challenge match did, only around 200. But I have found that if I leave the chat open to all, most of the chat is from weak players with little or no interest in the game. This makes it difficult for serious kibitzers to follow the sensible comments in the chat. I consider that 'gogonuts' and other strong kibitzers performed a very valuable service by giving their views of what was happening in the games, and it would have been a pity to dilute this with a lot of childish prattle.

Nick












s.

On Thu, Dec 30, 2010 at 3:14 AM, terry mcintyre <[email protected]> wrote:
In one of the games, "gogonuts" - who has played many games with computer
programs - opined that multiple unresolved semeai are a weakness of MC programs.

A strong human would reason that if the outcome of semeai A, B, and C are
individually losses for the program, then the aggregate probability is to lose
all three fights.
 Terry McIntyre <[email protected]>


Unix/Linux Systems Administration
Taking time to do it right saves having to do it twice.



----- Original Message ----
From: Mark Boon <[email protected]>
To: [email protected]
Sent: Wed, December 29, 2010 6:25:14 PM
Subject: Re: [Computer-go] News on Tromp-Cook ?

On Wed, Dec 29, 2010 at 12:47 PM, Jacques Basaldúa <[email protected]> wrote:
> I don't  agree the first two games were that easy.
>
> In the second game the  bot was ahead most of the game
> and failed in life and death in the top  right corner.

Yes, we disagree. The first game was finished before it had  well
begun. By move 50 or so.

The second game the computer was also  doing poorly until John got
careless about his left-side group. The computer  played that well and
took the lead. But only briefly, as it had the top-right  corner killed
immediately after. So I wouldn't say the computer was ahead  most of
the game. It was ahead for only a very brief moment.

But  opinions about games can differ of course. Generally I saw the
computer do  some impressive things and some very silly things.

     Mark
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