WARSAW UNIVERSITY Modeling Go Game As a Large Decomposable
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ENDER's GAME by Orson Scott Card Chapter 1 -- Third
ENDER'S GAME by Orson Scott Card Chapter 1 -- Third "I've watched through his eyes, I've listened through his ears, and tell you he's the one. Or at least as close as we're going to get." "That's what you said about the brother." "The brother tested out impossible. For other reasons. Nothing to do with his ability." "Same with the sister. And there are doubts about him. He's too malleable. Too willing to submerge himself in someone else's will." "Not if the other person is his enemy." "So what do we do? Surround him with enemies all the time?" "If we have to." "I thought you said you liked this kid." "If the buggers get him, they'll make me look like his favorite uncle." "All right. We're saving the world, after all. Take him." *** The monitor lady smiled very nicely and tousled his hair and said, "Andrew, I suppose by now you're just absolutely sick of having that horrid monitor. Well, I have good news for you. That monitor is going to come out today. We're going to just take it right out, and it won't hurt a bit." Ender nodded. It was a lie, of course, that it wouldn't hurt a bit. But since adults always said it when it was going to hurt, he could count on that statement as an accurate prediction of the future. Sometimes lies were more dependable than the truth. "So if you'll just come over here, Andrew, just sit right up here on the examining table. -
Curriculum Guide for Go in Schools
Curriculum Guide 1 Curriculum Guide for Go In Schools by Gordon E. Castanza, Ed. D. October 19, 2011 Published By: Rittenberg Consulting Group 7806 108th St. NW Gig Harbor, WA 98332 253-853-4831 © 2005 by Gordon E. Castanza, Ed. D. Curriculum Guide 2 Table of Contents Acknowledgements ......................................................................................................................... 4 Purpose and Rationale..................................................................................................................... 5 About this curriculum guide ................................................................................................... 7 Introduction ..................................................................................................................................... 8 Overview ................................................................................................................................. 9 Building Go Instructor Capacity ........................................................................................... 10 Developing Relationships and Communicating with the Community ................................. 10 Using Resources Effectively ................................................................................................. 11 Conclusion ............................................................................................................................ 11 Major Trends and Issues .......................................................................................................... -
Strategic Choices: Small Budgets and Simple Regret Cheng-Wei Chou, Ping-Chiang Chou, Chang-Shing Lee, David L
Strategic Choices: Small Budgets and Simple Regret Cheng-Wei Chou, Ping-Chiang Chou, Chang-Shing Lee, David L. Saint-Pierre, Olivier Teytaud, Mei-Hui Wang, Li-Wen Wu, Shi-Jim Yen To cite this version: Cheng-Wei Chou, Ping-Chiang Chou, Chang-Shing Lee, David L. Saint-Pierre, Olivier Teytaud, et al.. Strategic Choices: Small Budgets and Simple Regret. TAAI, 2012, Hualien, Taiwan. hal-00753145v2 HAL Id: hal-00753145 https://hal.inria.fr/hal-00753145v2 Submitted on 18 Mar 2013 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. Strategic Choices: Small Budgets and Simple Regret Cheng-Wei Chou 1, Ping-Chiang Chou, Chang-Shing Lee 2, David Lupien Saint-Pierre 3, Olivier Teytaud 4, Mei-Hui Wang 2, Li-Wen Wu 2 and Shi-Jim Yen 2 1Dept. of Computer Science and Information Engineering NDHU, Hualian, Taiwan 2Dept. of Computer Science and Information Engineering National University of Tainan, Taiwan 3Montefiore Institute Universit´ede Li`ege, Belgium 4TAO (Inria), LRI, UMR 8623(CNRS - Univ. Paris-Sud) bat 490 Univ. Paris-Sud 91405 Orsay, France March 18, 2013 Abstract In many decision problems, there are two levels of choice: The first one is strategic and the second is tactical. -
The Design and Development of a 9 by 9 GO Opening Game Knowledge Base System
International Journal of Information and Education Technology, Vol. 3, No. 4, August 2013 The Design and Development of a 9 by 9 GO Opening Game Knowledge Base System Chun-Hsiang Hsieh and Jeng-Chi Yan computer GO games [2], [3]. Abstract—This study used the hashing method to produce a 9 by 9 GO opening game knowledge base system, and conducted B. Concept of Knowledge Base System in Opening Game in-depth study to solve the various board situation symmetry In the game of 9 by 9 GO, as the board territory is problems. This system can analyze the winning rate of various relatively smaller, if the opening game is not well-played, the moves in the opening game. If a sufficient number of chess player may easily land in a disadvantageous situation at manuals can be inputted into the system, it can effectively beginning. However, in this case, if the global search system provide move choices in the computer GO opening game, and can be used for the references of GO players on opening games. is used, the results are not necessarily ideal; one of the In sum, according to this knowledge base system of this article, reasons is that there are too many points for selection, and it this study considers that computer GO may defeat human is difficult to distinguish good choices. As a result, the search experts perfectly in the future. time will increase considerably, while the results are not necessarily correct. For example, as shown in Fig. 1, after the Index Terms—Hashing method, knowledge base system in move of black 1, it is white’s turn, even if the symmetric parts opening game, computer GO. -
Hebsacker-Verlag, PDF-Katalog 03/2017
Hebsacker-Verlag, PDF-Katalog 03/2017 Der Hebsacker Verlag ist eine Gesellschaft bürgerlichen Rechts (GbR). 2002 wurde sie von den beiden heutigen Inhabern Steffi Hebsacker und Tobias Berben mit dem Ziel gegründet, die Verbreitung des Go-Spiels in Deutschland zu fördern. Der Anstoss zur Gründung eines Spiele- und Buchverlags ergab sich aus der Tatsache, dass der Ravensburger Spieleverlag nach vielen Jahren die Produktion von preisgünstigen Go-Spielen eingestellt hatte. Ersatz war gefragt, um gerade auch Kindern und Jugendlichen ein bezahlbares Go-Spiel anbieten zu können. Steffi Hebsacker entwarf daher ein Go-Spiel aus Papier und Pappe und setzte dessen Produktion mit Unterstützung des Deutschen Go-Bundes e. V. um. Nahezu zeitgleich realisierte Tobias Berben den Neudruck des Go-Buch-Klassikers "Go. Die Mitte des Himmels" von Micheal Koulen, der beim Kölner DuMont Verlag in drei Auflagen erschienen, aber nicht wieder aufgelegt worden war. Zusammen gründeten dann beide als Rahmen für ihre Projekte den gemeinsamen Verlag. Relativ bald wurde klar, dass für den Verlag eine eigene Website sowie ein Webshop eingerichtet werden muss. Im Frühjahr 2003 folgte der Ausbau des Webshops auf ein umfassendes Angebot an Go-Spielmaterial und -Büchern, 2004 die Umstellung auf die heute verwendete, leistungsfähige Shop-Software. Bis heute folgte eine Vielzahl unterschiedlicher Projekte und ein kontinuierlicher Ausbau des Webshops, dessen Angobot nun auch andere Denk- und Strategiespiele umfasst. Neben dem Verlag und dem Shop ist die redaktionelle sowie technische Betreuung der Deutschen Go-Zeitung eine unserer zentralen Aktivitäten. Zudem veranstalten wir Seminare und Turniere und sponsern einen Jugendpreis, eine Bundesligamannschaft sowie zwei Websites. Dieser Katalog umfasst alle derzeit bei uns erhältlichen Artikel. -
Every Team Deserves a Second Chance: an Interactive 9X9 Go Experience (Demonstration)
Every Team Deserves a Second Chance: An Interactive 9x9 Go Experience (Demonstration) Leandro Soriano Marcolino1, Vaishnavh Nagarajan2, Milind Tambe1 1 University of Southern California, Los Angeles, CA, 90089, USA {sorianom, tambe}@usc.edu 2 Indian Institute of Technology Madras, Chennai, Tamil Nadu, 600036, India [email protected] ABSTRACT team is failing in problem solving, we can increase the allocation We show that without using any domain knowledge, we can predict of resources. Or consider a team playing together a game against an the final performance of a team of voting agents, at any step towards opponent (such as board games, or poker). Different teams might solving a complex problem. This demo allows users to interact with play better against different opponents. Hence, if we notice that a our system, and observe its predictions, while playing 9x9 Go. team is having issues, we could dynamically change it. Under time constraints, however, such prediction must be done quickly. Our approach is based on a prediction model derived from a Categories and Subject Descriptors graphical representation of the problem-solving process, where the I.2.1 [Artificial Intelligence]: Applications and Expert Systems final outcome is modeled as a random variable that is influenced by the subsets of agents that agreed together over the actions taken at Keywords each step towards solving the problem. Hence, our representation has no dependency on the domain. Teamwork; Single and multiagent learning; Social choice In this demo, the user will be able to interact with our system, while playing 9x9 Go games against a team of agents. -
EZGO: an Overview
GO Overview Metaphorical Go Philosophy and Go The Dinosaur’s Hindbrain Ranks & Handicaps The Wolf Pack Go on the Information Superhighway 1 EZ This section (Overview) comes from the book EZ-GO — Oriental Strategy in a Nutshell by Bruce and Sue Wilcox. ISBN 0-9652235-4-X Copyright © 1996 by Bruce Wilcox All Rights Reserved You may photocopy this section only, exactly as is, with this cover page, and distribute it free of charge as a teaching aid. Pages of this book are not to be reproduced otherwise without written permission. This book is out of print in paper but a PDF version has been created. It can be ordered for US$25 or 20 Euro or 15 pounds sterling for CD including shipping & handling. Foreign currency must be in cash (no checks). Paypal also accepted. Send check/cash to Bruce Wilcox, 1169 Laurel Lane, San Luis Obispo, CA 93401 [email protected] 2 GO Metaphorical Go Metaphorical Go he sheriff stepped out onto the dusty street. The sun burned directly overhead, blinding him for a second. Facing the sheriff, the outlaw tensed his hands over his holsters. The outlaw Tbegan to reach for his gun, and, with a loud crack, it was all over. The outlaw, in disbelief, fell to the ground. Bobby Fisher hunched over the chess board, gazing sightlessly at the hand-carved wooden pieces. One could almost see the wheels turning in his head, looking at sequence after sequence, trying to find a way to save his beleaguered king. There! Was that it? His mind reviewed the sequence of moves he had just imagined. -
Active Opening Book Application for Monte-Carlo Tree Search in 19×19 Go
Active Opening Book Application for Monte-Carlo Tree Search in 19×19 Go Hendrik Baier and Mark H. M. Winands Games and AI Group, Department of Knowledge Engineering Maastricht University, Maastricht, The Netherlands Abstract The dominant approach for programs playing the Asian board game of Go is nowadays Monte-Carlo Tree Search (MCTS). However, MCTS does not perform well in the opening phase of the game, as the branching factor is high and consequences of moves can be far delayed. Human knowledge about Go openings is typically captured in joseki, local sequences of moves that are considered optimal for both players. The choice of the correct joseki in a given whole-board position, however, is difficult to formalize. This paper presents an approach to successfully apply global as well as local opening moves, extracted from databases of high-level game records, in the MCTS framework. Instead of blindly playing moves that match local joseki patterns (passive opening book application), knowledge about these moves is integrated into the search algorithm by the techniques of move pruning and move biasing (active opening book application). Thus, the opening book serves to nudge the search into the direction of tried and tested local moves, while the search is able to filter out locally optimal, but globally problematic move choices. In our experiments, active book application outperforms passive book application and plain MCTS in 19×19 Go. 1 Introduction Since the early days of Artificial Intelligence (AI) as a scientific field, games have been used as testbed and benchmark for AI architectures and algorithms. The board game of Go, for example, has stimulated con- siderable research efforts over the last decades, second only to computer chess. -
Sydney Go Journal Issue Date - September 2006
Author – David Mitchell on behalf of The Sydney Go Club Sydney Go Journal Issue Date - September 2006 This journal was created with the assistance of the following software (in alphabetic order): Go Game Assistant http://www.go- assistant.com/english/ Used for game and reference diagrams, cataloguing and cross reference. Cost US$29.00 GoDrago http://www.godrago.net/en.htm Used for printing full game scores with a clear font and not missing Ko or captured stones. Freeware MoyoGo http://www.moyogo.com/ Used for game analysis, joseki, fuseki and example games. Cost US$62.00 Why three applications… simple really, none of them deliver everything, so I use the strengths of each (or perhaps it’s because I am old, grumpy and don’t like fighting with software). Bottom line – if you think you want Go software, first determine what you want, and look for the package that fits your need. © Copyright 2006 – David Mitchell – reuse of material for non-profit or personal use permitted. Author – David Mitchell on behalf of The Sydney Go Club Contents Tesuji Page 3 Tesuji Problems Page 6 Pro Games Page 9 Commented Game Page 13 Ben Bildstein vs Carl Jiang Tesuji Answers Page 29 Japanese Go Terms Page 31 Copyright Page 33 The Sydney Go Club Meets Friday nights at :- At Philas House 17 Brisbane St Surry Hills From 5.00pm Entrance fee - $3 per head includes tea and coffee. For further information from Robert [email protected] © Copyright 2006 – David Mitchell – reuse of material for non-profit or personal use permitted. -
Monte-Carlo Tree Search Using Expert Knowledge: an Application to Computer Go and Human Genetics
Curso 2012/13 CIENCIAS Y TECNOLOGÍAS/23 I.S.B.N.: 978-84-15910-90-9 SANTIAGO BASALDÚA LEMARCHAND Monte-Carlo tree search using expert knowledge: an application to computer go and human genetics Directores J. MARCOS MORENO VEGA CARLOS A. FLORES INFANTE SOPORTES AUDIOVISUALES E INFORMÁTICOS Serie Tesis Doctorales ciencias 23 (Santiago Basaldúa Lemarchand).indd 1 18/02/2014 11:24:43 Universidad de La Laguna Abstract Monte-Carlo Tree Search Using Expert Knowledge: An Application to Computer Go and Human Genetics During the years in which the research described in this PhD dissertation was done, Monte-Carlo Tree Search has become the preeminent algorithm in many AI and computer science fields. This dissertation analyzes how expert knowledge and also online learned knowledge can be used to enhance the search. The work describes two different implementations: as a two player search in computer go and as an optimization method in human genetics. It is established that in large problems MCTS has to be combined with domain specific or online learned knowledge to improve its strength. This work analyzes different successful ideas about how to do it, the resulting findings and their implications, hence improving our insight of MCTS. The main contributions to the field are: an analytical mathematical model improving the understanding of simulations, a problem definition and a framework including code and data to compare algorithms in human genetics and three successful implementations: in the field of 19x19 go openings named M-eval, in the field of learning playouts and in the field of genetic etiology. Also, an open source integer representation of proportions as Win/Loss States (WLS), a negative result in the field of playouts, an unexpected finding of a possible problem in optimization and further insight on the limitations of MCTS are worth mentioning. -
UCT-Enhanced Deep Convolutional Neural Network for Move Recommendation in Go
MQP CDR#GXS 1501 UCT-Enhanced Deep Convolutional Neural Network for Move Recommendation in Go a Major Qualifying Project Report submitted to the faculty of the WORCESTER POLYTECHNIC INSTITUTE in partial fulfillment of the requirements for th e Degree of Bachelor of Science by Sarun Paisarnsrisomsuk Pitchaya Wiratchotisatian April 30, 2015 Professor Gábor N. Sárközy, Major Advisor Abstract Deep convolutional neural networks (CNN) have been proved to be useful in predicting moves of human Go experts [10], [12]. Combining Upper Confidence bounds applied to Trees (UCT) with a large deep CNN creates an even more powerful artificial intelligence method in playing Go [12]. Our project introduced a new feature, board patterns at the end of a game, used as inputs to the network. We implemented a small, single-thread, 1-hidden-layer deep CNN without using GPU, and trained it by supervised learning from a database of human professional games. By adding the new feature, our best model was able to correctly predict the experts’ move in 18% of the positions, compared to 6% without this feature. In practice, even though the board pattern at the end of the game is invisible to Go players until the very end of the game, collecting these statistics during each simulation in UCT can approximate the likelihood of which parts of the board belong to the players. We created another dataset by using UCT to simulate a number of playouts and calculating the average influence value of Black and White positions in those boards at the end of the simulations. We used this dataset as the input to the deep CNN and found that the network was able to correctly predict the experts’ move in 9% of positions. -
100 Years Ago… Life in 1918
2018 100 YEARS AGO… LIFE IN 1918 © 2018 PHD Ventures, Inc. All rights reserved. Do not reproduce without written permission. World War One claims 16 million lives in 1918. © 2018 PHD Ventures, Inc. All rights reserved. Do not reproduce without written permission. 1918 Flu Pandemic infects 500 million– Kills 50 million victims © 2018 PHD Ventures, Inc. All rights reserved. Do not reproduce without written permission. World literacy rate was only 23%. © 2018 PHD Ventures, Inc. All rights reserved. Do not reproduce without written permission. Only 6 percent of all Americans had graduated from high school. © 2018 PHD Ventures, Inc. All rights reserved. Do not reproduce without written permission. It took 5 days to get from London to New York; 3.5 months to travel from London to Australia. © 2018 PHD Ventures, Inc. All rights reserved. Do not reproduce without written permission. The U.S. Congress establishes time zones and Daylight Savings Time goes into effect. © 2018 PHD Ventures, Inc. All rights reserved. Do not reproduce without written permission. World's 1st regularly scheduled airmail. NYC – Philadelphia – Washington, D.C. (218 miles). One round trip/day. © 2018 PHD Ventures, Inc. All rights reserved. Do not reproduce without written permission. U.S. population 103 million. Global population reached 1.9 billion. © 2018 PHD Ventures, Inc. All rights reserved. Do not reproduce without written permission. The major invention in 1918? Lincoln Logs © 2018 PHD Ventures, Inc. All rights reserved. Do not reproduce without written permission. The major invention in 1918? The Fortune Cookie © 2018 PHD Ventures, Inc. All rights reserved. Do not reproduce without written permission.