Xref: utzoo rec.games.go:939 comp.ai:3964 rec.games.board:2048 Path: utzoo!utgpu!jarvis.csri.toronto.edu!mailrus!csd4.milw.wisc.edu!leah!bingvaxu!vu0112 From: vu0112@bingvaxu.cc.binghamton.edu (Cliff Joslyn) Newsgroups: rec.games.go,comp.ai,rec.games.board Subject: Re: Computer Go Challenge Keywords: go, computer games, ai Message-ID: <2089@bingvaxu.cc.binghamton.edu> Date: 21 Apr 89 01:24:59 GMT References: <3724@sdsu.UUCP> <100234@sun.Eng.Sun.COM> Reply-To: vu0112@bingvaxu.cc.binghamton.edu.cc.binghamton.edu (Cliff Joslyn) Organization: SUNY Binghamton, NY Lines: 17 In article <100234@sun.Eng.Sun.COM> landman@sun.UUCP (Howard A. Landman) writes: >On the other hand, some studies of my pro game database indicate that pros >routinely make hundreds of points of errors per game; so the possibility >that a program might someday beat them is quite real. And the exploding >development of a solid mathematical theory of the endgame, based on Conway >and Berlekamp's work, promises programs that play rapid and accurate yose. Fascinating, I thought as much! Could you explicate on the above reference, and any theory you have about how to measure sente, point value vs. threat value, ko involvement, etc. In my games I try to be sensitive to these issues, but usually end up just confusing myself. -- O----------------------------------------------------------------------> | Cliff Joslyn, Cybernetician at Large | Systems Science, SUNY Binghamton, vu0112@bingvaxu.cc.binghamton.edu V All the world is biscuit shaped. . .