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Subject: Re: Question for chess programmers: Go

Author: Angrim

Date: 16:31:12 02/13/02

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On February 13, 2002 at 11:06:12, Edward Seid wrote:

>This is a general question for chess programmers.
>
>Have you ever tried programming a Go engine?  Or do you even have an interest or
>understanding of the game of Go?
>
>Just curious.

I became interested in the game of Go a while ago based purely
on the fact that people said it was extremely hard for a computer
to play.  After reading all that I could find about the rules of
GO, I decided that the real problem with it is that the sort
of people who write chess computers find the rules of GO too
vague and inconsistant and so most of them avoid it.

Three things that I wanted from the rules that I was not
satified with:
1. I want to be able to find a unique set of moves in any position
such that the moves are legal.  The set of legal moves seems to change
from one country to the next, and even from one tournament to the next.
2. I want to be able to determine when the game is over.
As stated elsewhere in this thread, the game of GO is over when
both players agree that it is over, a condition that is hard to
detect in the search tree ;)
This one is actually not a huge problem, since the comp can just keep
playing and pass when it thinks that all legal moves would be
worse than no move, and at some point the opponent will also pass
which ends the game.
3. once the game is over, it would be nice to have an algorithm that
could determine who has won.  Most of the heuristics I have seen for
this either say "the experienced player will know" or involve the
players taking turns moveing stones around.

Note also that there are at least 3 games called GO, played on
different size boards.  The beginners game of 9x9 has a branching
factor of at most 80, which is lower than for the game of crazyhouse
which is being played with great success by computers on FICS using
roughly the same search methods as for chess.  The expert game of
19x19 has a branching factor of up to 360 which may require a somewhat
different approach.

Angrim
ps. I still plan to write a GO engine someday.  The fact that there are
engines which play go currently proves that the problems I
listed are not unbeatable.



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