> 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)
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