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Note that these games that are somewhat harder for computers, like Arimaa or Go, are mainly so not because of their branching factor, but because of their lack of proper evaluation criteria. Humans typically suffer more than computers from large branching factors. In Go it is totally unclear what the player should optimize. The score only becomes apparent at the end of the game. Even mobility (number of moves) is no guidance: it depends mostly on turn number, and not on what you play.
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In Chess-like games, going for material is a quite obvious way to win.