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Show HN: Voronoi Go

voronoigo.com

11–20 of 30 posts

Re: Show HN: Voronoi Go

#11
Love it, such a novel idea!

Honestly, as a long time Voronoi enthusiast, the idea of turning a regular grid into a Voronoi diagram is kind of obvious and I admit that this is definitely something that I would like to have come up with myself, but the idea never occurred to me.

The implementation is obviously pretty complex though. And I remember trying to get into regular Go several times along the years and I've always found it very difficult to grasp it (the computer thoroughly beat me every single time!) and I lost the motivation.

I read your tutorial pages, but I learn best by doing so I guess only playing for some significant amount of time will actually help me have a more than skin deep understanding of the game.

I do wish there was a Windows desktop version as the web version is eating 90% of my laptop's CPU when playing against the bot.

Re: Show HN: Voronoi Go

#12

Love it, such a novel idea! Honestly, as a long time Voronoi enthusiast, the idea of turning a regular grid into a Voronoi diagram is kind of obvious and I admit that this is definitely something that I would like to have come up with myself, but the idea never occurred to me. The implementation is obviously pretty complex though. And I remember trying to get into regular Go several times along the years and I've alw…

Thanks! I think that the high CPU utilization is probably the bot itself. It's a full-blown neural net running in-browser, so it's definitely a resource hog. If you ever play against a human performance should be much better (though please let me know if that's not the case).

Re: Show HN: Voronoi Go

#15
Played a few games against the bot on the small board, enjoyed it. Game mechanics are trippy but easy to get used to, and are very natural for for a computerized Go variant. "Vertex length" is a new factor to consider when making every move. "Group view" is interesting, in Go you have to mentally keep track of your "chains" but having them laid out and numbered feels like cheating. A lot of tactics like two point or three point jumps didn't work for me, while wall jumps did.

Two suggestions:

- Rename the game to just "Voronoi". There is enough in here that it feels like more than just an incremental update to Go!

- Highlight the latest piece that moved like on OGS, otherwise it is easy to lose track.

Re: Show HN: Voronoi Go

#17

Played a few games against the bot on the small board, enjoyed it. Game mechanics are trippy but easy to get used to, and are very natural for for a computerized Go variant. "Vertex length" is a new factor to consider when making every move. "Group view" is interesting, in Go you have to mentally keep track of your "chains" but having them laid out and numbered feels like cheating. A lot of tactics like two point or…

Meant to say "edge length"

Re: Show HN: Voronoi Go

#19
Very interesting, but I feel like I'm too dumb to 'get it'. It's not intuitive at all what makes a move good or bad. I lost 5 games against the easy bot, by a lot. I'm OK at othello/reversi and that mentality did not help me at all, probably worked against me. Maybe a section in the tutorial showcasing some good vs bad moves would help.
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