[net.games.go] implementations

craig@dcl-cs.UUCP (Craig Wylie) (01/28/86)

In response to my posting asking if there would be anybody interested in
go problems and discussion of implementation there has been a good
response (both by mail and on the net). Great.


So here is my problem :-





	A B C D E F G H J K L M N O P Q R S T

  10	+ + + . + + + + + . + + + + + . + + +
   9	+ + + + + + + + + + + + + + + + + + +
   8	+ O O O + + + + + + + + + + + + + + +
   7	+ O X O + + + + + + + + + + + + + + +
   6	O X X X O + + + + + + + + + + + + + +
   5	+ O X O O + + + + + + + + + + + + + +
   4	O O X . + + + + + . + + + + + . + + +
   3	O X X O + + + + + + + + + + + + + + +
   2	X X O + O + + + + + + + + + + + + + +
   1	+ O + + + + + + + + + + + + + + + + +

	A B C D E F G H J K L M N O P Q R S T


If O goes first then X is dead  -  how ?

And more difficult  --  how can X live and under what conditions ?



I must say that I know nothing about implementing go, my area of research is
in languages and Operating Systems. However from a language point of view
I can consider what is required.

	1.	Most go books seem to present an endless run of
		examples - or rules.

	2.	Most rules are only generalisations of a situation.


Point 1 would seem to suggest that a rule based language would be
a good start. Unfortunately languages such as Prolog do not make the
second point particularly easy to implement, there is quite a high
level of processing required to apply generalisations. Have the
people who have worked on go programs anything to say about this.
Is anybody using a rule based system ?. How are your rules
structured ?.

-- 
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