Bill Spight wrote:As far as play is concerned, there is little in go that is novel.
Charles Matthews wrote:Isn't there a quote from Sakata saying that "technique" is so much improved, since the time of (say) Dosaku? We're in danger of misunderstanding what pros mean by technique, of course. But e.g. standard techniques for enclosures do have a history, 4-4 point strategies have a history.
Bill Spight wrote:I was intending to contrast plays with concepts. As I said:
AlphaGo is unable to articulate any new concepts, and so what we can learn from it is limited.
Well, perhaps I misunderstood what you were saying. However, I think do I agree with the premise A (AlphaGo is unable to articulate any new concepts); but I don't agree with the conclusion B (what we can learn from it is limited).
Bill Spight wrote:Players come up with new ideas in go, and IMO now is a particularly creative time. But all we have from AlphaGo and other strong computer programs are plays.
I also have a problem with this comment. We have, in the field of computer go and human pro go, game records, and commentaries on them by pros (and go writers strong enough to write journalism and books about high-level games, who are presumably at least 6d ama).
For ordinary pro go, we in addition have such commentary and expository works about the games that are written by the participants in the game.
That is the difference; and while it is obviously a plus to have the participant view, I don't think it is as disabling as you imply. We cannot in any reasonable sense have the "intention" of a go AI to discuss; but we could at least in principle, from a stable version of a go AI, reproduce the considerations that led it to play the way it did.
Bill Spight wrote:Now perhaps AlphaGo will come up with a new play in a joseki, or a new joseki. That would be a new idea, I think. But suppose that AlphaGo makes a play that surprises the pros, and that seems to be good, or at least OK. Any new concept that arises from that play depends upon human analysis and creativity, as well. What does the play accomplish, and what features of the position are relevant? Humans need to figure that out.
Suppose Kitani came up with a novelty of this kind (happened often); while it was left to Kitani disciples to articulate just those things. We could either take the line that the "Kitani tradition" is doing the exposition you want; or we could be a bit more sceptical about that reification, and say that some writer is claiming authority for what are personal views.
I think the line you are taking is a bit of a stretch, really. There is a connection between concept formation and the need to write commentaries (i.e. to evolve a jargon adequate to describing pro go at some level such as "good amateur"). But there are other ways to improve perception in go, or at least it appears so to me. In a typical multiple-choice question "Black to play at A, B, C, D, E" we do want more than "after A Black is better", but adding a short plausible continuation can show that to the satisfaction of some class of readers that "after A and the continuation 2 to 5, Black is better", as long as we have a way of generating continuations. Which software such as we are discussing can handle.
I don't endorse a pessimistic line on such matters, when it hinges on the "incomprehensbility" of computer go. For games in general, it appears to be a contingent matter: game G might be such that its gameplay made human search of variations that are not very long considerably weaker than exhaustive machine search. This can be called "unfairness" of G; in the sense that go players might understand in terms as "in this position, the bad shape move A works well, a kind of blind spot".
Both AlphaGo and Lee played candidates for such moves in the match, but I don't think the perception is of a lack of "equity" in the gameplay.