[computer-go] IEEE Spectrum article by Deep Blue creator
terry mcintyre
terrymcintyre at yahoo.com
Tue Oct 2 09:20:42 PDT 2007
----- Original Message ----
From: Don Dailey <drdailey at cox.net>
>I think [Hsu] is betting on null move proving - but I'm real skeptical that
> it will be effective in Computer Go. It will indeed reduce the tree
> significantly, but this comes at a qualitative price that is not so bad
> in Chess but is a lot in Go.
Hsu also discusses the gains from caching life-and-death analysis of groups. I suspect that
this will greatly reduce computational effort, once an efficient mechanism is implemented.
Existing monte carlo programs cache information about playable/non playable points; when
augmented with knowledge about life and death, search should more quickly home in on crucial
lines of play.
I've been playing against Mogo the last few weeks. It has a very interesting style of play, and it
often does quite well in tactical analysis, but sometimes it misses a key move and fails to kill or
fails to preserve a large group - game over! A good life-and-death cache would be a definite improvement.
Caching parts of trees works better in Go, since well-defined sections of the board can sometimes be
partitioned from the rest of the board. Where such partitions leak, analysis is likely to be critical;
for example, ladders and ladder breakers can extend across the board; invasions often depend on
cutting points halfway across the board.
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