unhandyandy wrote: ↑Thu Jan 31, 2019 5:43 pm
But can't you imagine someone working entirely inside pure math saying, "we should just let the programming fanatics handle that"?
I love pure math myself and I know a lot people working there. It's hard to not notice a lot of people thinking that. It's easy to identify cultural influences that push people to that standpoint. That doesn't make it less weird from my standpoint that so few people care. The underlying observation that surprises me that much is that the people that tend to be the best with abstractions, tend to use their minds for creating abstractions that give rise to some theoretical unification, but not those who care about solutions supply awful messy ones, yet it's hard to argue with a concept, if it works.
I don't know at all, if I'm able to communicate my point.
unhandyandy wrote: ↑Thu Jan 31, 2019 5:43 pm
I think the best result for Brandubh is probably obtained by creating perfect play and let a cheap js-heuristic mimic that behavior...even though the second part is definitely no fun at all.
You're saying the first part is easy? I agree brandubh should be solvable with present technology and conventional retrograde analysis. But has it actually been done?
Not to my knowledge. I can't tell how long I'd need since I never tried since I never cared. But it's doable and straight forward.
Btw: It's much harder to prove that one archived perfect play than to have almost perfect play. It's for quite a lot of games much harder to accurately determine all positions correctly than to find a set of routes that always leads to the best archiveable result (assuming perfect play from the opponent).
I think once somebody has something that plays basically perfect there is probably little motivation that part with some other program.
unhandyandy wrote: ↑Thu Jan 31, 2019 5:43 pm
Eventually, yes, but isn't brandubh the right place to start, being considerable less combinatorially complex? Btw, Copenhagen and brandubh aren't really all that different, i.e armed king, two-sided king capture, corner exit.
Copenhagen is determined by a king that is 4-side capture, making it a very aggressive game. Blocking the king becomes even more complex since the king does anvil. The fact that the king hammers makes the rules simpler, but isn't nearly as important for the balance.
Another pitfall: Even though we humans can easily think of playing the same rules on a bigger board. If you have played Sea Battle tafl on 11x11 and 9x9, you'll understand what I mean. 9x9 seems to be in notable favor for white, but at 11x11 the white player doesn't see jack at all. 11x11 is a walk in the park for black even with the sparse setup.
What's actually at least as important than the question of corner or edge is the question how much the king has to move from it's starting position.
Don't get me wrong - Sea battle tafl 9x9 has a totally different feel to it than Brandubh. But I think in terms of tactis it's more related than either of them is to Copenhagen.
Even if it would really just come down to combinatorical complexity changes, the set of possible solutions change drastically. Just think about go solutions on 11x11 and 19x19 boards. Pruning appear to matter more for non-linear games as well as for games with higher branching factors (which makes sense to me). We need to think about the problem in a way that it becomes less complex. What's complex depends on the board size. Not all approaches scale in the same manner.
If you care about Brandubh, please don't let me stop you. Even though I personally don't really care, the first step isn't trivial.
