RobertJasiek wrote:Bill, so "count" is the better term than "expected value"?
expected value deals with random var.
count is not.
so you are wrong.
RobertJasiek wrote:Bill, so "count" is the better term than "expected value"?
RobertJasiek wrote:Bill, so "count" is the better term than "expected value"?
Magicwand wrote:RobertJasiek wrote:Bill, so "count" is the better term than "expected value"?
expected value deals with random var.
count is not.
so you are wrong.
Magicwand wrote:RobertJasiek wrote:Bill, so "count" is the better term than "expected value"?
expected value deals with random var.
count is not.
so you are wrong.
mitsun wrote:Actually, in this example, I would say the OM count is wrong, in the sense that it does not accurately evaluate the game position. The OM count should at least include the availability of the W tesuji, weighted by 50% if playing there is double gote. However if there is one move left worth much more than anything else, the OM count will not give the correct evaluation of the position. A better count in this particular situation would be obtained by weighting the W tesuji at 100%, since it is definitely going to be the next move. The standard OM count then might or might not be applicable to the rest of the game.
Good point, and game trees are a nice way of visualizing the OM method. The OM method in fact consists of writing down the game tree for a given position, down to leaves which have an unambiguous final count, including only branches where the best move is played by either side, then summing up all the final counts of each leaf, weighted by a factor of 1/2 for each branch along the way.RobertJasiek wrote:Looking at B or W moving first locally with 50% probability is a maybe convenient but also naive model. In reality we have deterministic game trees.
But to determine the value of that position, you again must find the optimal next play and move another branch down the tree. If you carry out this recursion to its logical limit, you have to play out the entire game optimally for both sides. Of course this does give the correct solution, but it does not help a real go player evaluate the position or determine his next move.Bill Spight wrote:However, there is another approach to game tree evaluation, where who has the move is important. In that approach, the value of a tree node (whole board position) is the same as the value of the position after the optimal play by the player who has the move.
mitsun wrote:It strikes me that the English language already has a yose proverb:
"A bird in the hand is worth two in the bush"
mitsun wrote:This is carrying the OM method too far. The method gives the expected value of a position, under the assumption that either side has an equal probability of playing there first, which in turn more-or-less assumes there are lots of similar sized moves left to play. If there is only one move left (or if one move is much larger than any other remaining moves), then there is no uncertainty about who will get to play there first, and the OM method is not applicable. The expected value of a position is most definitely not the same as the value of the next move in that position. But I suspect that is the topic for an upcoming chapter.flOvermind wrote: ... But it is also correct when there are no other same-sized moves available. If you have only a single copy of the position, and everything else is already settled, then black too has exactly 1 point. And there is still a move left that gains 1 point. Whoever makes that move will change the score by 1 point. But that hasn't happened yet.
mitsun wrote:Actually, in this example, I would say the OM count is wrong, in the sense that it does not accurately evaluate the game position. The OM count should at least include the availability of the W tesuji, weighted by 50% if playing there is double gote. However if there is one move left worth much more than anything else, the OM count will not give the correct evaluation of the position. A better count in this particular situation would be obtained by weighting the W tesuji at 100%, since it is definitely going to be the next move. The standard OM count then might or might not be applicable to the rest of the game.flOvermind wrote: ... This method always determines what the score is right now. It doesn't necessarily tell you who's winning, for that you have to consider the remaining moves, too. A trivial example: Let's say the count on the board is B+5. But white plays a tesuji, killing a 20 stone black group. Black resigns. Was the count of B+5 wrong before? No, the count was correct, but there was still a 20-point move left for white, with white to move.
Bill Spight wrote:This was my view before studying CGT. But the count is not arbitrary. If two of some position has a definite value of 3 points, it makes no sense to say that one of them is worth 2 points but the other one is worth only 1 point.
RobertJasiek wrote:Li Kao, looking at B or W moving first locally with 50% probability is a maybe convenient but also naive model. In reality we have deterministic game trees.
Time wrote:RobertJasiek wrote:Li Kao, looking at B or W moving first locally with 50% probability is a maybe convenient but also naive model. In reality we have deterministic game trees.
Obviously if you can evaluate the whole board position (e.g., the endgame problems in Train Like a Pro), then you would just do that.
When the situation is too difficult to evaluate correctly, using EV in the way described seems pretty useful to me. You guys can get out of here with your "well there aren't really any random variables so you can't use EV." There aren't any random variables when I shuffle a deck of cards and then draw a card, but I can't reasonably evaluate the situation, so we treat it as random.