[computer-go] Proximity to last move
David Doshay
ddoshay at mac.com
Fri Nov 17 10:18:13 PST 2006
On 17, Nov 2006, at 12:49 AM, Wodzu wrote:
>
> Could You give an example of such pattern or maybe is there
> somwhere a list of
> common patterns?
I just got this last night from a Go-playing computer-programming
friend:
> I found new English translations of very popular Japanese Go books
> that I am really enjoying:
> Dictionary of Basic Tesuji, by Fujisawa Shuko, translated by Steve
> Betherick, published by Slate and Shell:
> Vol. 1 Tesuji for Attacking
> Vol. 2 Tesuji for Defending
> Vol. 3 Tesuji for Opening, for Capturing Races, and for Life and
> Death problems, Part 1.
>
> In the first section of Vol. 1, on Separating Moves, there is a
> discussion
> of the "normal" (non-Tesuji) moves, as well as the "clever" moves.
> This book gives a clear explanation of the many
> different separating moves I had seen in other places:
> Jump descent (4th and 2nd lines)
> Solid descent ("iron post")
> Sideways bump
> Diagonal move
> Diagonal attachment
> Jump attachment
> Jump move
> Cut
> Push and Cut
> Double Hane
> Knight's Move
> Attach and Block
> Attach and Hane
> Attach and Cut
> Attach and Pull back
> Attach and Hane
> After studying the material, I actually think I can choose the
> "appropriate"
> move sequence to use in different situations...
> I believe this is the type of information that can be coded for use by
> a computer, and combined with look-ahead for accurate evaluation of
> specific situations.
I agree that "proximity to last move" is an OK place to look for
moves to search,
and I also think that I would *not* use it as part of an evaluation
function, that is,
no extra value for that fact.
Cheers,
David
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