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Subject: Re: Application of Chess Programming Techniques to Other Games

Author: Ren Wu

Date: 15:03:50 04/07/99

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On April 07, 1999 at 17:09:52, David Eppstein wrote:

>> I think the same techniques that have proved themselves in computer chess are
>> applicable to several other games, such as Shogi, Go and of course checkers
>> too.
>
>Historically alpha-beta hasn't worked for go, but it does seem to work for many
>other games.  The usual explanation is go's high branching factor, but I don't
>believe that because gomoku has the same branching factor and alpha-beta works
>ok for that game.

I've done engines for most board games except Go. Even though I'd like to write
one also, when i have time.

In Gomoku, most move post a strong threat, and the opponent has to respond
immediately. This give you very good clue to cut the useless moves. In other
words, it is easy to control the tree size, and so reduce the brench factor.

In Go however, most the move's value only show after many moves, or they are
strategy moves. It is very hard to evaluate a move without at least a local
search. There are ways to prune the 'bad' moves, based on human knowledge, but
i've seen none works error free, or close. In other words, there is no easy ways
to control the tree size.

Even though most current Go program are knowledge driven, I am still interested
to see a Go program based on the techniques found in computer chess. Maybe we
will see a Chess 4.x type Go program in near future.

Will the computer chess history repeat in computer Go?

We will see.



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