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Re: [gnugo-devel] Re: Re: zergling
From: |
Arend Bayer |
Subject: |
Re: [gnugo-devel] Re: Re: zergling |
Date: |
Tue, 26 Mar 2002 13:56:08 +0100 (CET) |
> There are many experiential definitions in his post. And he must write many
> many codes to implement it.
That is true for any Go program. There are currently 46720 lines of code in
GNU Go's engine. Have a look at the manual, where most parts are described.
> C) at each point ask question - can enemy place a living stone
> here?
> [Go4++]
>
> I prefer c, because it is just the meaning of territory. And A and B is
> experiential.
But then you need a VERY fast life and death reader. This is not easy
to program.
> make some current useful module better, and look for a good architecture.
> And I donst think regression test is
> suitable if you focus on pattern-based search. Perhaps it is better to
> create a test suit using some
> dead/live puzzle of different difficule level. I have thousands of puzzles,
> if u need, I can send it to you.
This is exactly what the regression tests are doing. There currently ~500
life and death puzzles in the regression test suites. Look e.g. at the file
regression/owl.tst, you can also look at the regression failure html-views
(link on the web page).
However, I agree it would be very useful to have more such tests. If you can
send us such test suites, that would be extremely useful -- not only for
GNU Go, all go programs can use these files if they implement the
protocol.
> I run gungo --life at 9*9 board. but It is running about ten minutes but no
> move is generated. :(
The --life code is experimental and has, as I understand, been abandoned
because of its slowness.
> If computer go's local search is weak then people, then it is no chance to
> win people in global scope.
You are very welcome to try a different approach. GNU Go is free software.
Arend