On Jan 23, 2008 1:47 PM, Jacques Basaldúa <[EMAIL PROTECTED]> wrote:
> Erik van der Werf wrote:
>
> > You may also be interested in my
> > article on estimating potential territory
>
> I am. Can you post a link, please.
sure, it's all at:
http://erikvanderwerf.tengen.nl/publications.html
My thes
Erik van der Werf wrote:
You may also be interested in my
article on estimating potential territory
I am. Can you post a link, please.
Jacques.
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and have gradients in different directions.
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nick Knol
Sent: Tuesday, January 22, 2008 4:19 AM
To: computer-go@computer-go.org
Subject: [computer-go] mathematical morphology
Hi all,
This is my first post to the list, and I
Nick Knol wrote:
Hi all,
This is my first post to the list, and I'm pretty new to this, so
sorry if I break from etiquette.
I'm currently working on my senior undergrad thesis project. My idea
is to use Bouzy's dilation algorithm (
http://www.gnu.org/software/gnugo/gnugo_14.html ) to find
IIRC Ken Chen did something similar with the number of stones on
boundaries. I'm not sure, but there may be something in the extended
articles originating from JCIS 2003. You may also be interested in my
article on estimating potential territory (which shows that if you
want to apply influence func
> concentrate move searches in those areas. After analyzing about 70
> dan-level games on KGS I've found a very strong correlation to the number of
> moves made in these boundary areas.
How does the correlation vary by move number? I.e. I'm guessing it is
best in early middlegame; but does it als
Hi all,
This is my first post to the list, and I'm pretty new to this, so sorry if I
break from etiquette.
I'm currently working on my senior undergrad thesis project. My idea is to
use Bouzy's dilation algorithm (
http://www.gnu.org/software/gnugo/gnugo_14.html ) to find areas of the board
that