First, can AlphaGo teach us new things about the fuseki?
This is not completely relevant to the discussion, but this is 2016. We were supposed to have the flying cars already, where is my pro-level go commenting software for (Unix) laptops?
First, can AlphaGo teach us new things about the fuseki?
Jhyn wrote:First, can AlphaGo teach us new things about the fuseki?
This is not completely relevant to the discussion, but this is 2016. We were supposed to have the flying cars already, where is my pro-level go commenting software for (Unix) laptops?
Jhyn wrote:First, can AlphaGo teach us new things about the fuseki?
This is not completely relevant to the discussion, but this is 2016. We were supposed to have the flying cars already, where is my pro-level go commenting software for (Unix) laptops?
Uberdude wrote:humans have an inherent minimum time-scale for decision making, of the order of seconds. Making strategic plans and reading in Go takes seconds or minutes, not milliseconds or nanoseconds. Yes some strong players can read faster than others, maybe at a glance you can read some moves in 1/10 of a second, but not 1/100. There are certain pattern-matchy, intuition, neural net sort of things going on in the brain (even if Robert Jasiek doesn't think so) which might be sub second, and I can play KGS blitz at one second a move and maybe still be dan level (which is kind of amazing, much like neural net only no MCTS bots), but I don't think anyone can play at 1/100 of a second a move, and not only for the physical problem of playing a stone / clicking a mouse.
Uberdude wrote:I think AlphaGo is already teaching us new things about the fuseki, in that pros are trying idea from it in their games, for example the opening from game 5. I collected some examples in another thread: viewtopic.php?f=13&t=12953. This may just be a fad for a while, not some ground-breaking revolution in opening theory like "you can play 4-4 points, not just 3-4s you know", but these are early days yet. It might not be doling out expertly crafted natural language explanations for its moves (though maybe neural nets will do that in a few years/decades, with the caveat that neural nets have all sorts of complex and mysterious emergent properties and it may recognising patterns and learning concepts that we as human Go players haven't even recognised or named), but I thought JF was a proponent of the learn Go by example method, rather than the RJ style of trying to define and explain and spell-out everything. And as I think Jhyn is alluding to, it's only played 5 games!
Mike Novack wrote:a) Because nobody has written it.
Kirby wrote:gowan, games with fast time limits make mistakes, but so do games with longer time limits. It is biased to point out only the former.
Popular YouTuber Haylee (Hajin Lee) recently pointed out that pros generally agree that pros from today are stronger than pros from the past (who didn't play with the ****-ing so called Mickey Mouse time limits), because today's pros can see mistakes from pros from the past.
It's not a bad thing - it's called human progress.
Despite this, pros still study older games that didn't have fast time limits.
That's because, unlike us, they are not obsessed with arguing about Mickey Mouse - they are interested in actually learning from one another. That's how progress was made in the first place.
gowan wrote:
I suppose it really depends on what you want to get from playing go. If the most important thing is winning, making the game very complicated might increase your opponent's chances of making a mistake and this approach might be a reasonable strategy. This approach might be effective with shorter time limits because your opponent might not be able to read out the complications. In longer time limits this approach wouldn't be effective because both players could read out the fight.
I would like to see the best possible go played. Of course, mistakes are also made in long time limit games as well as in shorter time limit games, though I'd guess that there are more mistakes in the shorter games.
As for modern pros being stronger than the historical greats, I'm not so sure that that can be judged by modern pros seeing mistakes in the older games. Modern pros have the advantage of all the discoveries and work of the older players; if there were a level playing field who knows which would be stronger.
John Fairbairn wrote:Kirby: Gowan's remarks about longer time suggesting higher quality are not pure speculation. There have been thousands upon thousands of commentaries. A simple survey will show that longer games tend to come with many more "brilliant move" type comments and far fewer "mistake" type comments than fast games. Even in Korean commentaries. I have done research on this field for ICOB papers.
Uberdude wrote:John Fairbairn wrote:Kirby: Gowan's remarks about longer time suggesting higher quality are not pure speculation. There have been thousands upon thousands of commentaries. A simple survey will show that longer games tend to come with many more "brilliant move" type comments and far fewer "mistake" type comments than fast games. Even in Korean commentaries. I have done research on this field for ICOB papers.
Interesting, are these long games new ones (as in last 10 years), such as Honinbo / Kisei 8 hour title match games, or older ones like Go Seigen's ten-game matches? My impression (not done any research) from An Younggil's commentaries of the former on gogameguru.com is he doesn't find it any harder to find mistakes in those games, compared to the 2-3 hour or so (do you consider those Mickey Mouse?) games of international/non-Japanese tournaments. But maybe that's just a reflection that the current top Japanese players (except Iyama) aren't so strong.