Re: [computer-go] Positions illustrative of computer stupidity ?

2006-11-22 Thread Don Dailey
I think it's all in the presentation.   Even if they are not even
beginners,  with skill you can help them appreciate how some basic
concepts are difficult for a computer.  

For instance, I think that you can teach the principle of 2 eyes with a
very simple example perhaps involving just 1 point eyes.   Then move to
showing them that if the eyes are bigger, it starts getting ambiguous
very quickly - and at some point it starts taking a relatively advanced
player to discern when a bigger space is equivalent to an eye.

You start just by showing them a group with 1 single point eye and how
it gets captured.  They you progress:  what if there is another eye?
etc.

- Don
 

 
On Wed, 2006-11-22 at 12:27 -0800, steve uurtamo wrote:
 i think that these won't be terribly easy
 for your audience to parse.  part of the
 problem is that gnugo is actually better than a
 beginner, for instance.
 
 i'd say anything that isn't tactical in nature
 is a good example.
 
 moves that don't directly make any territory, but
 which threaten to, for instance.  look at the
 first 8-10 moves of most any KGS game played by
 robert jasiek (sum) that ended in an early 
 resignation.
 
 s.
 
 
  
 
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Re: [computer-go] Positions illustrative of computer stupidity ?

2006-11-22 Thread Chrilly
The attached position requires some basic understanding of Go. But its in my 
experience a nasty problem. There is a simple rule for capture races. The 
side with the higher number of liberties wins (if there are no eyes and more 
=2 inside liberties involved).  The side to move counts as a 1/2 liberty. 
Unfortunately this rule is not valid in the position. White is 
unconditionally dead. All liberties are equal, some are more equal.


Chrilly 


Semeai01.sgf
Description: Binary data
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Re: [computer-go] Positions illustrative of computer stupidity ?

2006-11-22 Thread Chrilly
Attached is another simple problem. A tactical-solver might work as this. It 
checks all strings. If the number of liberties is below a thresold (e.g. 3) 
it defines the string as a prey and tries to kill the string. Then the 
solver takes the next prey, tries to kill it.
For this tactical solver the white stones are save. Each prey can escape 
individually, but due to the double-atari one of them is dead. This is a 
trivial example, but there are more difficult ones which are much harder to 
solve. Even the best strong programms like Handtalk are very vulnerable to 
double attacks (there are other ones like Many Faces which do not suffer 
from this problem)..


Chrilly 


DoubleThreat.sgf
Description: Binary data
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