> I ( with my 8 kyu AGA rating) know with certainty by move 223 (T5)
> that Black has captured a large white group. A stronger player could
> read this out sooner than I. This fight is too big to lose for either
> side; nothing else on the board matters.

Yes! I use Many Faces and GoGui/Mogo for analyzing games [1]. The
ability to be able to weight/suppress moves would be great. E.g. click a
couple of white stones and say "Stop trying to save these stones, they
are dead!" Or click all the stones in a group and say: "Nothing else
matters for either side except the live/death of this group". Or, click
a bunch of points and say "These are the current hotspots" [2]

Weighting moves should be relatively easy for programs to implement. The
hardest part would be the GUI code. Agreeing on gtp commands for it
would be a big first step.

BTW, I appreciate that any move filter could lower strength of a
program. The "two dead white stones" both Many Faces and Mogo keep
trying to save is a classic example. What they are actually doing is
making a dead group slightly stronger, strong enough so that nearby
endgame moves switch from being gote to sente. But I'm trying to analyze
the difference between two moves in the opposite corner and it is very
frustrating when the cursed things keep playing tenuki!

Darren

[1]: I'm analyzing 9x9 games, and they are generally pro strength from
the midgame onwards (bearing in mind their weaknesses of seki, and
life/death situations where delicate play is only required by one player).

[2]: Where a program could give hotspots 10 times more playouts compared
to other moves, at root, with the 10:1 ratio deteriorating to 1:1 after
N moves. (E.g. N could be 10, or some function of remaining empty points
on board).


-- 
Darren Cook, Software Researcher/Developer
http://dcook.org/mlsn/ (English-Japanese-German-Chinese-Arabic
                        open source dictionary/semantic network)
http://dcook.org/work/ (About me and my work)
http://dcook.org/blogs.html (My blogs and articles)
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