On Thu, Jun 2, 2011 at 10:30 AM, terry mcintyre <[email protected]>wrote:
> > ------------------------------ > *From:* Don Dailey <[email protected]> > ** > > On Thu, Jun 2, 2011 at 9:00 AM, Jacques BasaldĂșa <[email protected]>wrote: > >> >> If there is a skillful move that requires a precise sequence and >> the playouts get it wrong, the tree will not explore that direction >> frequently enough to find the skillful sequence by itself. It may >> take a million years and more RAM that is available on the planet. >> > > > But that has nothing to do with anything relevant here. The fact of the > matter is that > > even the very best MC programs suffer from positions where a million > years of computing will still give the wrong results. > > No, that's not exactly Hideki's point. The position itself isn't inherently > difficult - a double-digit-kyu player can usually get it right. The problem > is that, given a particular (flawed) playout policy, the solution cannot be > computed in any reasonable amount of time. The flawed policy explores the > wrong part of the tree, in a systematically biased way. It's like probing a > haystack with random pokes of a magnetic pole, not knowing that there is an > anti-needle bias built into the pole, which avoids those particular spots in > the haystack. > That's a very poor analogy, because it doesn't work that way. Even with systematic bias the relevant lines will eventually get found, it will just take a very long time. Nobody here is disputing that. Don > > _______________________________________________ > Computer-go mailing list > [email protected] > http://dvandva.org/cgi-bin/mailman/listinfo/computer-go >
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