> As a kibbitzer put it recently, referring to a program running on 64 nodes: > "64 wrongs don't make a right." >
That was me :) funny to see it make its way to here. :D It was in one of pachi2's games where it had really high winrates despite of losing IIRC. > Terry McIntyre <[email protected]> > > Unix/Linux Systems Administration > Taking time to do it right saves having to do it twice. > > > From: Darren Cook <[email protected]> > To: [email protected] > Sent: Tue, January 18, 2011 6:23:09 PM > Subject: Re: [Computer-go] semeai example of winning rate > > >> The main problem right now is that a lot of "smart" code actually > >> weakens the program. > > > > ... > > we are here essentially trying to patch a bot weakness. The usual way to > > test strength is by playing other bots. Since they also have the > > weakness, and anyhow won't steer the game in that direction, patching > > that weakness does not make a huge difference against them, and can > > easily be overshadowed by any collateral change, such as being slightly > > slower. On the other hand, it might still make them stronger against > > humans. > > I fully agree; in fact I'm getting increasingly passionate on this issue > :-) I feel some good ideas are getting thrown away (along with lots of > bad ones) because they are initially only considered on blitz time > settings, and only on self-play or against one opponent. I think Very > Large Test Suites are the way forward; supported with play on go servers. > > Darren > > > -- > Darren Cook, Software Researcher/Developer > > http://dcook.org/work/ (About me and my work) > http://dcook.org/blogs.html (My blogs and articles) > _______________________________________________ > Computer-go mailing list > [email protected] > http://dvandva.org/cgi-bin/mailman/listinfo/computer-go > > _______________________________________________ > Computer-go mailing list > [email protected] > http://dvandva.org/cgi-bin/mailman/listinfo/computer-go
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