Go Complexities Abdallah Saffidine, Olivier Teytaud, Shi-Jim Yen
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American Go Association The AGA is dedicated to promotion of the game of go in America. It works to encourage people to learn more about and enjoy this remarkable game and to strengthen the U.S. go playing community. The AGA: • Publishes the American Go e-Journal, free to everyone with Legal Note: The Way To Go is a copyrighted work. special weekly editions for members Permission is granted to make complete copies for • Publishes the American Go Journal Yearbook – free to members personal use. Copies may be distributed freely to • Sanctions and promotes AGA-rated tournaments others either in print or electronic form, provided • Maintains a nationwide rating system no fee is charged for distribution and all copies contain • Organizes the annual U.S. Go Congress and Championship this copyright notice. • Organizes the summer U.S. Go Camp for children • Organizes the annual U.S. Youth Go Championship • Manages U.S. participation in international go events Information on these services and much more is available at the AGA’s website at www.usgo.org. E R I C M A N A American Go Association G Box 397 Old Chelsea Station F O O N U I O New York, NY 10113 N D A T http://www.usgo.org American Go Foundation The American Go Foundation is a 501(c)(3) charitable organiza- tion devoted to the promotion of go in the United States. With our help thousands of youth have learned go from hundreds of teachers. Cover print: Two Immortals and the Woodcutter Our outreach includes go related educational and cultural activities A watercolor by Seikan. -
Engineering the Substrate Specificity of Galactose Oxidase
Engineering the Substrate Specificity of Galactose Oxidase Lucy Ann Chappell BSc. (Hons) Submitted in accordance with the requirements for the degree of Doctor of Philosophy The University of Leeds School of Molecular and Cellular Biology September 2013 The candidate confirms that the work submitted is her own and that appropriate credit has been given where reference has been made to the work of others. This copy has been supplied on the understanding that it is copyright material and that no quotation from the thesis may be published without proper acknowledgement © 2013 The University of Leeds and Lucy Ann Chappell The right of Lucy Ann Chappell to be identified as Author of this work has been asserted by her in accordance with the Copyright, Designs and Patents Act 1988. ii Acknowledgements My greatest thanks go to Prof. Michael McPherson for the support, patience, expertise and time he has given me throughout my PhD. Many thanks to Dr Bruce Turnbull for always finding time to help me with the Chemistry side of the project, particularly the NMR work. Also thanks to Dr Arwen Pearson for her support, especially reading and correcting my final thesis. Completion of the laboratory work would not have been possible without the help of numerous lab members and friends who have taught me so much, helped develop my scientific skills and provided much needed emotional support – thank you for your patience and friendship: Dr Thembi Gaule, Dr Sarah Deacon, Dr Christian Tiede, Dr Saskia Bakker, Ms Briony Yorke and Mrs Janice Robottom. Thank you to three students I supervised during my PhD for their friendship and contributions to the project: Mr Ciaran Doherty, Ms Lito Paraskevopoulou and Ms Upasana Mandal. -
CSC321 Lecture 23: Go
CSC321 Lecture 23: Go Roger Grosse Roger Grosse CSC321 Lecture 23: Go 1 / 22 Final Exam Monday, April 24, 7-10pm A-O: NR 25 P-Z: ZZ VLAD Covers all lectures, tutorials, homeworks, and programming assignments 1/3 from the first half, 2/3 from the second half If there's a question on this lecture, it will be easy Emphasis on concepts covered in multiple of the above Similar in format and difficulty to the midterm, but about 3x longer Practice exams will be posted Roger Grosse CSC321 Lecture 23: Go 2 / 22 Overview Most of the problem domains we've discussed so far were natural application areas for deep learning (e.g. vision, language) We know they can be done on a neural architecture (i.e. the human brain) The predictions are inherently ambiguous, so we need to find statistical structure Board games are a classic AI domain which relied heavily on sophisticated search techniques with a little bit of machine learning Full observations, deterministic environment | why would we need uncertainty? This lecture is about AlphaGo, DeepMind's Go playing system which took the world by storm in 2016 by defeating the human Go champion Lee Sedol Roger Grosse CSC321 Lecture 23: Go 3 / 22 Overview Some milestones in computer game playing: 1949 | Claude Shannon proposes the idea of game tree search, explaining how games could be solved algorithmically in principle 1951 | Alan Turing writes a chess program that he executes by hand 1956 | Arthur Samuel writes a program that plays checkers better than he does 1968 | An algorithm defeats human novices at Go 1992 -
Residual Networks for Computer Go Tristan Cazenave
Residual Networks for Computer Go Tristan Cazenave To cite this version: Tristan Cazenave. Residual Networks for Computer Go. IEEE Transactions on Games, Institute of Electrical and Electronics Engineers, 2018, 10 (1), 10.1109/TCIAIG.2017.2681042. hal-02098330 HAL Id: hal-02098330 https://hal.archives-ouvertes.fr/hal-02098330 Submitted on 12 Apr 2019 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. IEEE TCIAIG 1 Residual Networks for Computer Go Tristan Cazenave Universite´ Paris-Dauphine, PSL Research University, CNRS, LAMSADE, 75016 PARIS, FRANCE Deep Learning for the game of Go recently had a tremendous success with the victory of AlphaGo against Lee Sedol in March 2016. We propose to use residual networks so as to improve the training of a policy network for computer Go. Training is faster than with usual convolutional networks and residual networks achieve high accuracy on our test set and a 4 dan level. Index Terms—Deep Learning, Computer Go, Residual Networks. I. INTRODUCTION Input EEP Learning for the game of Go with convolutional D neural networks has been addressed by Clark and Storkey [1]. It has been further improved by using larger networks [2]. -
A Survey of Monte Carlo Tree Search Methods
IEEE TRANSACTIONS ON COMPUTATIONAL INTELLIGENCE AND AI IN GAMES, VOL. 4, NO. 1, MARCH 2012 1 A Survey of Monte Carlo Tree Search Methods Cameron Browne, Member, IEEE, Edward Powley, Member, IEEE, Daniel Whitehouse, Member, IEEE, Simon Lucas, Senior Member, IEEE, Peter I. Cowling, Member, IEEE, Philipp Rohlfshagen, Stephen Tavener, Diego Perez, Spyridon Samothrakis and Simon Colton Abstract—Monte Carlo Tree Search (MCTS) is a recently proposed search method that combines the precision of tree search with the generality of random sampling. It has received considerable interest due to its spectacular success in the difficult problem of computer Go, but has also proved beneficial in a range of other domains. This paper is a survey of the literature to date, intended to provide a snapshot of the state of the art after the first five years of MCTS research. We outline the core algorithm’s derivation, impart some structure on the many variations and enhancements that have been proposed, and summarise the results from the key game and non-game domains to which MCTS methods have been applied. A number of open research questions indicate that the field is ripe for future work. Index Terms—Monte Carlo Tree Search (MCTS), Upper Confidence Bounds (UCB), Upper Confidence Bounds for Trees (UCT), Bandit-based methods, Artificial Intelligence (AI), Game search, Computer Go. F 1 INTRODUCTION ONTE Carlo Tree Search (MCTS) is a method for M finding optimal decisions in a given domain by taking random samples in the decision space and build- ing a search tree according to the results. It has already had a profound impact on Artificial Intelligence (AI) approaches for domains that can be represented as trees of sequential decisions, particularly games and planning problems. -
Achieving Master Level Play in 9X9 Computer Go
Proceedings of the Twenty-Third AAAI Conference on Artificial Intelligence (2008) Achieving Master Level Play in 9 9 Computer Go × Sylvain Gelly∗ David Silver† Univ. Paris Sud, LRI, CNRS, INRIA, France University of Alberta, Edmonton, Alberta, Canada Abstract simulated, using self-play, starting from the current position. Each position in the search tree is evaluated by the average The UCT algorithm uses Monte-Carlo simulation to estimate outcome of all simulated games that pass through that po- the value of states in a search tree from the current state. However, the first time a state is encountered, UCT has no sition. The search tree is used to guide simulations along knowledge, and is unable to generalise from previous expe- promising paths. This results in a highly selective search rience. We describe two extensions that address these weak- that is grounded in simulated experience, rather than an ex- nesses. Our first algorithm, heuristic UCT, incorporates prior ternal heuristic. Programs using UCT search have outper- knowledge in the form of a value function. The value function formed all previous Computer Go programs (Coulom 2006; can be learned offline, using a linear combination of a million Gelly et al. 2006). binary features, with weights trained by temporal-difference Monte-Carlo tree search algorithms suffer from two learning. Our second algorithm, UCT–RAVE, forms a rapid sources of inefficiency. First, when a position is encoun- online generalisation based on the value of moves. We ap- tered for the first time, no knowledge is available to guide plied our algorithms to the domain of 9 9 Computer Go, the search. -
Computer Go: from the Beginnings to Alphago Martin Müller, University of Alberta
Computer Go: from the Beginnings to AlphaGo Martin Müller, University of Alberta 2017 Outline of the Talk ✤ Game of Go ✤ Short history - Computer Go from the beginnings to AlphaGo ✤ The science behind AlphaGo ✤ The legacy of AlphaGo The Game of Go Go ✤ Classic two-player board game ✤ Invented in China thousands of years ago ✤ Simple rules, complex strategy ✤ Played by millions ✤ Hundreds of top experts - professional players ✤ Until 2016, computers weaker than humans Go Rules ✤ Start with empty board ✤ Place stone of your own color ✤ Goal: surround empty points or opponent - capture ✤ Win: control more than half the board Final score, 9x9 board ✤ Komi: first player advantage Measuring Go Strength ✤ People in Europe and America use the traditional Japanese ranking system ✤ Kyu (student) and Dan (master) levels ✤ Separate Dan ranks for professional players ✤ Kyu grades go down from 30 (absolute beginner) to 1 (best) ✤ Dan grades go up from 1 (weakest) to about 6 ✤ There is also a numerical (Elo) system, e.g. 2500 = 5 Dan Short History of Computer Go Computer Go History - Beginnings ✤ 1960’s: initial ideas, designs on paper ✤ 1970’s: first serious program - Reitman & Wilcox ✤ Interviews with strong human players ✤ Try to build a model of human decision-making ✤ Level: “advanced beginner”, 15-20 kyu ✤ One game costs thousands of dollars in computer time 1980-89 The Arrival of PC ✤ From 1980: PC (personal computers) arrive ✤ Many people get cheap access to computers ✤ Many start writing Go programs ✤ First competitions, Computer Olympiad, Ing Cup ✤ Level 10-15 kyu 1990-2005: Slow Progress ✤ Slow progress, commercial successes ✤ 1990 Ing Cup in Beijing ✤ 1993 Ing Cup in Chengdu ✤ Top programs Handtalk (Prof. -
Reinforcement Learning of Local Shape in the Game of Go
Reinforcement Learning of Local Shape in the Game of Go David Silver, Richard Sutton, and Martin Muller¨ Department of Computing Science University of Alberta Edmonton, Canada T6G 2E8 {silver, sutton, mmueller}@cs.ualberta.ca Abstract effective. They are fast to compute; easy to interpret, modify and debug; and they have good convergence properties. We explore an application to the game of Go of Secondly, weights are trained by temporal difference learn- a reinforcement learning approach based on a lin- ing and self-play. The world champion Checkers program ear evaluation function and large numbers of bi- Chinook was hand-tuned by expert players over 5 years. nary features. This strategy has proved effective When weights were trained instead by self-play using a tem- in game playing programs and other reinforcement poral difference learning algorithm, the program equalled learning applications. We apply this strategy to Go the performance of the original version [7]. A similar ap- by creating over a million features based on tem- proach attained master level play in Chess [1]. TD-Gammon plates for small fragments of the board, and then achieved world class Backgammon performance after train- use temporal difference learning and self-play. This ingbyTD(0)andself-play[13]. A program trained by method identifies hundreds of low level shapes with TD(λ) and self-play outperformed an expert, hand-tuned ver- recognisable significance to expert Go players, and sion at the card game Hearts [11]. Experience generated provides quantitive estimates of their values. We by self-play was also used to train the weights of the world analyse the relative contributions to performance of champion Othello and Scrabble programs, using least squares templates of different types and sizes. -
Elegance in Game Design
IEEE TRANSACTIONS ON COMPUTATIONAL INTELLIGENCE AND AI IN GAMES, VOL. 4, NO. 2, JUNE 2012 1 Elegance in Game Design Cameron Browne, Member, IEEE Abstract—This paper explores notions of elegance and shibui in combinatorial game design, and describes simple computational models for their estimation. Elegance is related to a game’s simplicity, clarity and efficiency, while shibui is a more complex concept from Japanese aesthetics that also incorporates depth. These provide new metrics for quantifying and categorising games that are largely independent of existing measurements such as tractability and quality. Relevant ideas from Western and Eastern aesthetics are introduced, the meaning of elegance and shibui in combinatorial games examined, and methods for estimating these values empirically derived from complexity analyses. Elegance and shibui scores are calculated for a number of example games, for comparison. Preliminary results indicate shibui estimates to be more reliable than elegance estimates. Index Terms—Game design, Computational aesthetics, Elegance, Shibui, Combinatorial game, Game complexity. F 1 INTRODUCTION 1.1 Domain PCG methods are increasingly being explored for the AMES have been a favourite testbed for Artificial generation of video game content [2], [4], and even entire G Intelligence (AI) researchers since the inception of games themselves [5], [6], [7]. These studies focus on the field. This has led from the initial formalisation of systems that can adapt or change rules as necessary, in methods for planning plausible moves, to the develop- order to maximise the player’s enjoyment and increase ment of competitive artificial players as search methods replay value. However, this paper focusses on the de- improve and domains are studied with greater vigour, sign of physical board games, specifically combinatorial to today’s computer players capable of beating human games [8], which are adversarial games that are: professionals and even solving a range of difficult board • zero-sum (concrete win/loss or draw results), games [1]. -
Go Teaching Zero * Teaching with Stones * * Teaching with Words *
Go Teaching Zero * Teaching with stones * * Teaching with words * Content of this Guide Whatever our level, experience and interest for teaching, we all learn a bit from others and we all teach a bit from time to time, for example when we comment a few moves played in a game... Here, the general goal of this guide is to spread best practices of Go pedagogy to every player, and in particular to confirmed players who are interested in Go pedagogy, whatever it is for occasional teaching or as (amateur) teachers. Because it deals about teaching in general, this guide title contains « Zero » (referring to the Artificial Intelligence “AlphaGoZero” which has become very strong by “quantitative self- practice”) and is a follow up of the guide about Go initiation. Of course many principles of Go teaching apply both for the first steps as well as for advanced play. The first part deals with “silent pedagogy” - which is about playing to teach (not to win). This technique of teaching is nowadays rather unknown and documentation is spare, but is however a very natural and powerful way to transmit knowledge in an entertaining way. The second part deals with teaching techniques and presentation in a more formal way. 1/15 Table of Contents A. Teaching with stones - pedagogic play.............................................................................3 I. Teaching game purpose................................................................................................3 II. Keep game balance......................................................................................................3 -
Weiqi, Baduk): a Beautiful Game
Go (Weiqi, Baduk): A Beautiful Game Description Go is a strategy board game originating from China more than two thousand years ago. Though its rules are simple, the game is intractably complex; a top professional can easily defeat the best supercomputers today. It was considered one of the four essential skills of a Chinese scholar. The game spread to Korea and Japan, has flourished in East Asia, and is becoming more well-known in the West. Today, Go is enjoyed by more than 40 million players in the world. Objectives Students will learn the rules of go and become able to play at an intermediate level. They will also understand the game in a historical and/or mathematical context. We hope (but do not require) that students will be able to play at a single-digit kyu level (1k-9k). Students will also learn something significant from one of the following (or both): ◦ The culture and history of go, including its origins, historical figure, and presence in East Asia and the western world. ◦ Some mathematical results of go, including a treatment of go using combinatorial game theory. This will offer enough flexibility for students of all majors. Prerequisites None. We expect all students to be able to understand the course material. The course is designed to suit students of all majors. This course is not designed for dan-level players. We will not allow dan-level players to take this course. Course Format This course will be taught by Joshua Wu in both lecture and interactive formats. We hope to emphasize student participation. -
Learning to Play the Game of Go
Learning to Play the Game of Go James Foulds October 17, 2006 Abstract The problem of creating a successful artificial intelligence game playing program for the game of Go represents an important milestone in the history of computer science, and provides an interesting domain for the development of both new and existing problem-solving methods. In particular, the problem of Go can be used as a benchmark for machine learning techniques. Most commercial Go playing programs use rule-based expert systems, re- lying heavily on manually entered domain knowledge. Due to the complexity of strategy possible in the game, these programs can only play at an amateur level of skill. A more recent approach is to apply machine learning to the prob- lem. Machine learning-based Go playing systems are currently weaker than the rule-based programs, but this is still an active area of research. This project compares the performance of an extensive set of supervised machine learning algorithms in the context of learning from a set of features generated from the common fate graph – a graph representation of a Go playing board. The method is applied to a collection of life-and-death problems and to 9 × 9 games, using a variety of learning algorithms. A comparative study is performed to determine the effectiveness of each learning algorithm in this context. Contents 1 Introduction 4 2 Background 4 2.1 Go................................... 4 2.1.1 DescriptionoftheGame. 5 2.1.2 TheHistoryofGo ...................... 6 2.1.3 Elementary Strategy . 7 2.1.4 Player Rankings and Handicaps . 7 2.1.5 Tsumego ..........................