[Computer-go] semeai example of winning rate
Isaac Deutsch
ibd at gmx.ch
Wed Jan 19 08:28:25 PST 2011
> As a kibbitzer put it recently, referring to a program running on 64 nodes: "64 wrongs don't make a right."
>
That was me :) funny to see it make its way to here. :D It was in one of pachi2's games where it had really high winrates despite of losing IIRC.
> Terry McIntyre <terrymcintyre at yahoo.com>
>
> Unix/Linux Systems Administration
> Taking time to do it right saves having to do it twice.
>
>
> From: Darren Cook <darren at dcook.org>
> To: computer-go at dvandva.org
> Sent: Tue, January 18, 2011 6:23:09 PM
> Subject: Re: [Computer-go] semeai example of winning rate
>
> >> The main problem right now is that a lot of "smart" code actually
> >> weakens the program.
> >
> > ...
> > we are here essentially trying to patch a bot weakness. The usual way to
> > test strength is by playing other bots. Since they also have the
> > weakness, and anyhow won't steer the game in that direction, patching
> > that weakness does not make a huge difference against them, and can
> > easily be overshadowed by any collateral change, such as being slightly
> > slower. On the other hand, it might still make them stronger against
> > humans.
>
> I fully agree; in fact I'm getting increasingly passionate on this issue
> :-) I feel some good ideas are getting thrown away (along with lots of
> bad ones) because they are initially only considered on blitz time
> settings, and only on self-play or against one opponent. I think Very
> Large Test Suites are the way forward; supported with play on go servers.
>
> Darren
>
>
> --
> Darren Cook, Software Researcher/Developer
>
> http://dcook.org/work/ (About me and my work)
> http://dcook.org/blogs.html (My blogs and articles)
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