[Computer-go] Frisbee Go
alvaro.begue at gmail.com
Mon Feb 22 07:34:11 PST 2016
You could express the intended move as a pair of real numbers. A random
offset is then added, following some probability distribution (Gaussian, or
uniform in a disk of a certain radius, or ...), and then the result is
rounded to the nearest point of integer coordinates. What possibilities
does this not cover?
I like the idea of using Gaussian noise and handicapping games by assigning
a larger variance to the stronger player. :)
On Mon, Feb 22, 2016 at 10:27 AM, John Tromp <john.tromp at gmail.com> wrote:
> dear Nick,
> > There's an assumption implicitly made here, which does not accord with my
> > experience of frisbee Go: that the player will always aim at an
> > intersection.
> > Suppose I want to play on either of two adjacent points, and I don't care
> > which. If I aim for one of them, I will land on one of them with
> > (3p+1)/4, or whatever the formula says. I feel that I ought to be able
> to do
> > better by aiming midway between them.
> But then why stop there? You may also want to aim in between 4 points.
> Or perhaps just epsilon more toward the right of there.
> There's no accounting for all possibilities of real life frisbee Go,
> so we settle for the simplest rule that captures the esssence...
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> Computer-go at computer-go.org
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