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	<title>Comments on: On top of old crikey</title>
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	<link>http://kanga.nu/~claw/blog/2008/11/03/game-design/on-top-of-old-crikey/</link>
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	<lastBuildDate>Wed, 25 Apr 2012 06:58:32 +0000</lastBuildDate>
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		<title>By: snikolenko</title>
		<link>http://kanga.nu/~claw/blog/2008/11/03/game-design/on-top-of-old-crikey/comment-page-1/#comment-374</link>
		<dc:creator>snikolenko</dc:creator>
		<pubDate>Thu, 23 Feb 2012 07:47:02 +0000</pubDate>
		<guid isPermaLink="false">http://kanga.nu/~claw/blog/?p=259#comment-374</guid>
		<description>&lt;p&gt;True in a sense, though, of course, Go professionals do have explicit reasons for their moves and do support their decisions with specific analysis (at least, judging by their post-game analysis, where they often write something like &quot;so taking all of the above ten pages into account, I chose move X&quot;). The aesthetics have to do with final position evaluation in one&#039;s analysis, but to have a &quot;final&quot; position to evaluate one usually has to consider specific sequences. Btw, it&#039;s easier for humans to search through moves in Go (as compared to chess or reversi), so professionals do count deeply.&lt;/p&gt;
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		<content:encoded><![CDATA[<p>True in a sense, though, of course, Go professionals do have explicit reasons for their moves and do support their decisions with specific analysis (at least, judging by their post-game analysis, where they often write something like &#8220;so taking all of the above ten pages into account, I chose move X&#8221;). The aesthetics have to do with final position evaluation in one&#8217;s analysis, but to have a &#8220;final&#8221; position to evaluate one usually has to consider specific sequences. Btw, it&#8217;s easier for humans to search through moves in Go (as compared to chess or reversi), so professionals do count deeply.</p>
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		<title>By: J C Lawrence</title>
		<link>http://kanga.nu/~claw/blog/2008/11/03/game-design/on-top-of-old-crikey/comment-page-1/#comment-373</link>
		<dc:creator>J C Lawrence</dc:creator>
		<pubDate>Thu, 23 Feb 2012 06:23:33 +0000</pubDate>
		<guid isPermaLink="false">http://kanga.nu/~claw/blog/?p=259#comment-373</guid>
		<description>&lt;p&gt;A friend described the determination of moves in Go at the higher levels as &lt;em&gt;competitive aesthetics&lt;/em&gt;.  The core concept was that some moves were simply &lt;em&gt;prettier&lt;/em&gt; or more &lt;em&gt;attractive&lt;/em&gt; than others, a determination produced by the neural network that the Go players had been training in their study of the game.  Oh, of course in many cases they could retroactively support why a given move was more &lt;em&gt;aesthetic&lt;/em&gt; with direct ply analysis, but that was post-facto to the &lt;em&gt;aesthetic decision&lt;/em&gt;.&lt;/p&gt;

&lt;p&gt;I rather like this view.&lt;/p&gt;
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		<content:encoded><![CDATA[<p>A friend described the determination of moves in Go at the higher levels as <em>competitive aesthetics</em>.  The core concept was that some moves were simply <em>prettier</em> or more <em>attractive</em> than others, a determination produced by the neural network that the Go players had been training in their study of the game.  Oh, of course in many cases they could retroactively support why a given move was more <em>aesthetic</em> with direct ply analysis, but that was post-facto to the <em>aesthetic decision</em>.</p>

<p>I rather like this view.</p>
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		<title>By: snikolenko</title>
		<link>http://kanga.nu/~claw/blog/2008/11/03/game-design/on-top-of-old-crikey/comment-page-1/#comment-352</link>
		<dc:creator>snikolenko</dc:creator>
		<pubDate>Fri, 24 Dec 2010 06:25:17 +0000</pubDate>
		<guid isPermaLink="false">http://kanga.nu/~claw/blog/?p=259#comment-352</guid>
		<description>&lt;p&gt;You have described Go exactly. In a game of Go, it is not uncommon to have a dozen of very reasonable choices for a turn. Each has very deep and long-lasting implications (since every stone may define the structure) that are impossible to forecast except in a very general sense. And yes, as the game enters the end phase, all decisions become explicitly calculable (although very far from trivial even at that point).&lt;/p&gt;
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		<content:encoded><![CDATA[<p>You have described Go exactly. In a game of Go, it is not uncommon to have a dozen of very reasonable choices for a turn. Each has very deep and long-lasting implications (since every stone may define the structure) that are impossible to forecast except in a very general sense. And yes, as the game enters the end phase, all decisions become explicitly calculable (although very far from trivial even at that point).</p>
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