[Computer-go] Frisbee Go Simulation

robertfinkng555 at o2.co.uk robertfinkng555 at o2.co.uk
Sat Nov 21 16:31:40 PST 2015


Hi Ingo,

Thanks, yes I see it is good to keep it simple to begin with, not least, 
to encourage entrants that it is not a big hurdle.

Due to the lack of definite answer to "what epsilon?" the core idea was 
simply that if you keep epsilon small, then the restriction you made 
about only displacing by one, and no diagonal displacement, would not be 
inconsistent with the real world. On the other hand, a large epsilon 
would be an immediate deviation from real frisbee go (given the 
displacement restriction). Also, I suspect that if epsilon is large the 
skill in the game will be much lower than if it is zero, but somewhere 
inbetween, maybe there will be an epsilon that requires more skill than 
either extreme. It am a fairly weak player, but it seems to me that the 
tactical side of the game is vital and would easily be lost.  I can see 
that if the tournament is 9x9,0.017 does seem too small; having only a 
75% chance of a miss once per game may be a bit pointless!

Anyway, it was just a thought. It's great to see that David has a 
version of Many Faces that will play - all the best with the tournament.

Regards

Raffles

On 19-Nov-15 13:25, "Ingo Althöfer" wrote:
> Hello Raffles,
>   
>> ... Since this is based on a real world variant of Go, why not base epsilon on that? ...
>
> In "true Frisbee Go" many more aspects may be taken into account:
>
> * During the first moves one may learn how good the throwing skills of the opponent are...
>
> * weather (and wind) may play a role in outdoor play
>
> * a player may deliberately throw weakly in the beginning to
> lead the opponent to wrong conclusions
>
> * players may be allowed to use "moving robots" who can
> change the place from where they throw
>
> ...
>
> The Frisbee Go Simulation is meant to leave all these
> sophistications outside (at least in 2016).
>
> Ingo.
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