Learning to Play the Game of Go
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Know and Do: Help for Beginning Teachers Indigenous Education
VOLUMe 6 • nUMBEr 2 • mAY 2007 Professional Educator Know and do: help for beginning teachers Indigenous education: pathways and barriers Empty schoolyards: the unhealthy state of play ‘for the profession’ Join us at www.austcolled.com.au SECTION PROFESSIONAL EDUCATOR ABN 19 004 398 145 ISSN 1447-3607 PRINT POST APPROVED PP 255003/02630 Published for the Australian College of Educators by ACER Press EDITOR Dr Steve Holden [email protected] 03 9835 7466 JOURNALIST Rebecca Leech [email protected] 03 9835 7458 4 EDITORIAL and LETTERS TO THE EDITOR AUSTraLIAN COLLEGE OF EDUcaTOrs ADVISORY COMMITTEE Hugh Guthrie, NCVER 6 OPINION Patrick Bourke, Gooseberry Hill PS, WA Bruce Addison asks why our newspapers accentuate the negative Gail Rienstra, Earnshaw SC, QLD • Mike Horsley, University of Sydney • Grading wool is fine, says Sean Burke, but not grading students Cheryl O’Connor, ACE Penny Cook, ACE 8 FEATURe – SOLVING THE RESEARCH PUZZLE prODUCTION Ralph Schubele Carolyn Page reports on research into quality teaching and school [email protected] 03 9835 7469 leadership that identifies some of the key education policy issues NATIONAL ADVERTISING MANAGER Carolynn Brown 14 NEW TEACHERs – KNOW AND DO: HELP FOR BEGINNERS [email protected] 03 9835 7468 What should beginning teachers know and be able to do? ACER Press 347 Camberwell Road Ross Turner has some answers (Private Bag 55), Camberwell VIC 3124 SUBSCRIPTIONS Lesley Richardson [email protected] 18 INNOVATIOn – SCIENCE AND INQUIRY $87.00 4 issues per year Want to implement an inquiry-based -
Rules of Go It Would Be Suicidal (And Hence Illegal) for White to Play at E, the Board Is Initially Because the Block of Four White Empty
Scoring Example another liberty at D. Rules of Go It would be suicidal (and hence illegal) for white to play at E, The board is initially because the block of four white empty. stones would have no liberties. Could black play at E? It looks like a suicidal move, because Black plays first. the black stone would have no liberties, but it would occupy On a turn, either place a the white block’s last liberty at stone on a vacant inter- the same time; the move is legal and the white stones are section or pass (giving a captured. stone to the opponent to The black block F can never be keep as a prisoner). In the diagram above, white captured. It has two internal has 8 points in the center and liberties (eyes) at the points Stones may be captured 7 points at the upper right. marked G. To capture the by tightly surrounding Two white stones (shown be- block, white would have to oc- low the board) are prisoners. cupy both of them, but either them. Captured stones White’s score is 8 + 7 − 2 = 13. move would be suicidal and are taken off the board Black has 3 points at the up- therefore illegal. and kept as prisoners. per left and 9 at the lower Suppose white plays at H, cap- right. One black stone is a turing the black stone at I. prisoner. Black’s score is (Notice that H is not an eye.) It is illegal to make a − 3 + 9 1 = 11. White wins. -
How to Play Go Lesson 1: Introduction to Go
How To Play Go Lesson 1: Introduction To Go 1.1 About The Game Of Go Go is an ancient game originated from China, with a definite history of over 3000 years, although there are historians who say that the game was invented more than 4000 years ago. The Chinese call the game Weiqi. Other names for Go include Baduk (Korean), Igo (Japanese) and Goe (Taiwanese). This game is getting increasingly popular around the world, especially in Asian, European and American countries, with many worldwide competitions being held. Diagram 1-1 The game of Go is played on a board as shown in Diagram 1-1. The Go set comprises of the board, together with 180 black and white stones each. Diagram 1-1 shows the standard 19x19 board (i.e. the board has 19 lines by 19 lines), but there are 13x13 and 9x9 boards in play. However, the 9x9 and 13x13 boards are usually for beginners; more advanced players would prefer the traditional 19x19 board. Compared to International Chess and Chinese Chess, Go has far fewer rules. Yet this allowed for all sorts of moves to be played, so Go can be a more intellectually challenging game than the other two types of Chess. Nonetheless, Go is not a difficult game to learn, so have a fun time playing the game with your friends. Several rule sets exist and are commonly used throughout the world. Two of the most common ones are Chinese rules and Japanese rules. Another is Ing's rules. All the rules are basically the same, the only significant difference is in the way counting of territories is done when the game ends. -
Complete Journal (PDF)
Number 151 Spring 2010 Price £3.50 PHOTO AND SCAN CREDITS Front Cover: New Year’s Eve Rengo at the London Open – Kiyohiko Tanaka. Above: Go (and Shogi) Shop – Youth Exchange in Japan – Paul Smith. Inside Rear: Collecting IV – Stamps from Tony Atkins. British Go Journal 151 Spring 2010 CONTENTS EDITORIAL 2 LETTERS TO THE EDITOR 3 UK NEWS Tony Atkins 4 VIEW FROM THE TOP Jon Diamond 7 JAPAN-EUROPE GO EXCHANGE:GAMES 8 COUNCIL PROFILE -GRAHAM PHILIPS Graham Philips 14 WHAT IS SENTE REALLY WORTH? Colin MacLennan 16 NO ESCAPE? T Mark Hall 18 CLIVE ANTONY HENDRIE 19 ORIGIN OF GOINKOREA Games of Go on Disk 20 EARLY GOINWESTERN EUROPE -PART 2 Guoru Ding / Franco Pratesi 22 SUPERKO’S KITTENS III Geoff Kaniuk 27 FRANCIS IN JAPAN –NOVEMBER 2009 Francis Roads 33 BOOK REVIEW:CREATIVE LIFE AND DEATH Matthew Crosby 38 BOOK REVIEW:MASTERING LADDERS Pat Ridley 40 USEFUL WEB AND EMAIL ADDRESSES 43 BGA Tournament Day mobile: 07506 555 366. Copyright c 2010 British Go Association. Articles may be reproduced for the purposes of promoting Go and ’not for profit’ providing the British Go Journal is attributed as the source and the permission of the Editor and of the articles’ author(s) have been sought and obtained in writing. Views expressed are not necessarily those of the BGA nor of the Editor. 1 EDITORIAL [email protected] Welcome to the 151 British Go Journal. Changing of the Guard After 3 years and 11 editions, Barry Chandler has handed over the editor’s reins and can at last concentrate on his move to the beautiful county of Shropshire. -
The AGA Song Book up to Date
3rd Edition Songs, Poems, Stories and More! Edited by Bob Felice Published by The American Go Association P.O. Box 397, Old Chelsea Station New York, N.Y., 10113-0397 Copyright 1998, 2002, 2006 in the U.S.A. by the American Go Association, except where noted. Cover illustration by Jim Rodgers. No part of this book may be used or reproduced in any form or by any means, or stored in a database or retrieval system, without prior written permission of the copyright holder, except for brief quotations used as part of a critical review. Introductions Introduction to the 1st Edition When I attended my first Go Congress three years ago I was astounded by the sheer number of silly Go songs everyone knew. At the next Congress, I wondered if all these musical treasures had ever been printed. Some research revealed that the late Bob High had put together three collections of Go songs, but the last of these appeared in 1990. Very few people had these song books, and some, like me, weren’t even aware that they existed. While new songs had been printed in the American Go Journal, there was clearly a need for a new collection of Go songs. Last year I decided to do whatever I could to bring the AGA Song Book up to date. I wanted to collect as many of the old songs as I could find, as well as the new songs that had been written since Bob High’s last song book. You are holding in your hands the book I was looking for two years ago. -
Lesson Plans for Go in Schools
Go Lesson Plans 1 Lesson Plans 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 ©Gordon E. Castanza, Ed. D. 10/19/11 DRAFT Go Lesson Plans 2 Table of Contents Acknowledgements ......................................................................................................................... 4 Purpose/Rationale ........................................................................................................................... 5 Lesson Plan One ............................................................................................................................. 7 Basic Ideas .................................................................................................................................. 7 Introduction ............................................................................................................................... 11 The Puzzle ................................................................................................................................. 13 Surround to Capture .................................................................................................................. 14 First Capture Go ........................................................................................................................ 16 Lesson Plan Two ........................................................................................................................... 19 Units & -
The Burden of Choice, the Complexity of the World and Its Reduction: the Game of Go/Weiqi As a Practice of "Empirical Metaphysics"
See discussions, stats, and author profiles for this publication at: https://www.researchgate.net/publication/330509941 The Burden of Choice, the Complexity of the World and Its Reduction: The Game of Go/Weiqi as a Practice of "Empirical Metaphysics" Article in Avant · January 2019 DOI: 10.26913/avant.2018.03.05 CITATIONS READS 0 76 1 author: Andrzej Wojciech Nowak Adam Mickiewicz University 27 PUBLICATIONS 18 CITATIONS SEE PROFILE Some of the authors of this publication are also working on these related projects: Metrological Sovereignity, Suwerenność metrologiczna View project Ontological Politics View project All content following this page was uploaded by Andrzej Wojciech Nowak on 20 January 2019. The user has requested enhancement of the downloaded file. AVANT, Vol. IX, No. 3/2018 ISSN: 2082-6710 avant.edu.pl/en DOI: 10.26913/avant.2018.03.05 The Burden of Choice, the Complexity of the World and Its Reduction: The Game of Go/Weiqi as a Practice of “Empirical Metaphysics” Andrzej W. Nowak Institute of Philosophy Adam Mickiewicz Univesity in Poznań, Poland andrzej.w.nowak @ gmail.com Received 27 October 2018, accepted 28 November 2018, published in the winter 2018/2019. Abstract The main aim of the text is to show how a game of Go (Weiqi, baduk, Igo) can serve as a model representation of the ontological-metaphysical aspect of the actor–network theory (ANT). An additional objective is to demonstrate in return that this ontological-meta- physical aspect of ANT represented on Go/Weiqi game model is able to highlight the key aspect of this theory—onto-methodological praxis. -
ED174481.Pdf
DOCUMENT RESUME ID 174 481 SE 028 617 AUTHOR Champagne, Audrey E.; Kl9pfer, Leopold E. TITLE Cumulative Index tc Science Education, Volumes 1 Through 60, 1916-1S76. INSTITUTION ERIC Information Analysis Center forScience, Mathematics, and Environmental Education, Columbus, Ohio. PUB DATE 78 NOTE 236p.; Not available in hard copy due tocopyright restrictions; Contains occasicnal small, light and broken type AVAILABLE FROM Wiley-Interscience, John Wiley & Sons, Inc., 605 Third Avenue, New York, New York 10016(no price quoted) EDRS PRICE MF01 Plus Postage. PC Not Available from EDRS. DESCRIPTORS *Bibliographic Citations; Educaticnal Research; *Elementary Secondary Education; *Higher Education; *Indexes (Iocaters) ; Literature Reviews; Resource Materials; Science Curriculum; *Science Education; Science Education History; Science Instructicn; Science Teachers; Teacher Education ABSTRACT This special issue cf "Science Fducation"is designed to provide a research tool for scienceeducaticn researchers and students as well as information for scienceteachers and other educaticnal practitioners who are seeking suggestions aboutscience teaching objectives, curricula, instructionalprocedures, science equipment and materials or student assessmentinstruments. It consists of 3 divisions: (1) science teaching; (2)research and special interest areas; and (3) lournal features. The science teaching division which contains listings ofpractitioner-oriented articles on science teaching, consists of fivesections. The second division is intended primarily for -
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]. -
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.