[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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