Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.1 6/24/83; site randvax.ARPA Path: utzoo!linus!philabs!seismo!hao!hplabs!sdcrdcf!randvax!jim From: jim@randvax.ARPA (Jim Gillogly) Newsgroups: net.games.go Subject: Re: AGJ article Message-ID: <1605@randvax.ARPA> Date: Sat, 31-Dec-83 14:49:04 EST Article-I.D.: randvax.1605 Posted: Sat Dec 31 14:49:04 1983 Date-Received: Wed, 4-Jan-84 02:35:09 EST References: <7025@arizona.UUCP> Organization: Rand Corp., Santa Monica Lines: 20 -------- I don't think performance on Joseki situations is a good overall measure of the skill of a program. I can imagine a program that does a local search for tactical problems and life-or-death situations (you didn't say Fuseki, so I don't have to look at interactions with other corners) and has stored all the lines in Ishida's Joseki dictionary (or some more massive work). That's all reasonable technology from the chess programming world. The Zobrist and Ryder programs each played a credible opening. However, none of the hacks we chess programmers found to "cook" chess will work in the middle game. In chess you can make up for bad strategic thinking with superior tactics, but that won't hack it in Go. I'll go further: I bet I could write a program that would play Joseki at a 2 kyu (amateur) level (i.e. as well as I could), but we need all new hacks to achieve even 10 kyu in the middle game because the strategic concepts aren't well understood. (Ever try to tell a program what "sabaki" means?) Jim Gillogly I/ / randvax!jim I_/ jim@rand-unix I