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Subject: Re: High branching factor games

Author: Daniel Clausen

Date: 06:38:35 11/27/02

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On November 27, 2002 at 09:04:42, Bob Durrett wrote:

[snip]

>Maybe that's the key.  Dispense with the search algorithm entirely, and come up
>with a killer evaluation function.
>
>In theory, that would work in chess too.  All you need is a perfect evaluation
>function to evaluate the initial position of the game.  : )
>
>Bob D.

Yup. :)

We chess programmers are just lucky enough that the branching factor of chess
and the complexity of the game for the human makes it possible to create a
strong tactical machine, so we can neglect the evaluation. :)) In Go it seems to
be the other way round. With good pruning rules you can increase the depth, but
good pruning rules translates to good evaluation.

Sargon



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