The Monte-Carlo Revolution in Go
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Lehrbücher Deutsche Literatur Englische Literatur
Lehrbücher Deutsche Literatur Titel Bände Autor / Übersetzer Jahr Verlag Ort ISBN Lehrstunden in den Grundlagen des Go Kageyama Toshiro 7-Dan 2009 Brett und Stein Frankfurt a.M. 9783940563057 Problem Go für Fortgeschrittene Nobuaki Maeda 9-Dan 1974 Karl Lehwald Hamburg '--- Go Probleme für Genießer Erwin Gerstorfer 2012 Brett und Stein Frankfurt a.M. 9783940563194 Strategien und Taktiken des Go-Spiels Richard Bozulich 2009 Hebsacker Verlag Hamburg 9783937499055 SANREN-SEI Die Power-Eröffnung Takagawa Shukaku 9-Dan 2010 Brett und Stein Frankfurt a.M. 9783940563132 Deutsche Meisterschaft 2009 Gunnar Dickfeld 2010 Brett und Stein Frankfurt a.M. 9783940563101 Deutsche Meisterschaft 2007 Gunnar Dickfeld 2008 Brett und Stein Frankfurt a.M. 9783940563033 Deutsche Go-Meisterschaft 2004 Tobias Berben 2005 Hebsacker Verlag Hamburg 3937499016 Chinesische Meisterpartien Guo Juan 2008 Brett und Stein Frankfurt a.M. 9783940563040 GO-der richtige Zeitpunkt Jürgen Mattern 1991 Carola Wild Kassel 3928435019 GO Das älteste Brettspiel der Welt Siegmar Steffens 2004 Rittel Verlag 3936443033 Die Schatztruhe Nakayama Noriyuki 6-Dan 2008 Brett und Stein Frankfurt a.M. 9783940563026 Die Kunst des Angriffs Kato Masao 9-Dan 2009 Brett und Stein Frankfurt a.M. 9783940563064 Lehrbücher des Go Band 1 Elementare Techniken Thomas Hillebrand 2013 Brett und Stein Frankfurt a.M. 9783940563415 Band 2 Leben und Tod Gunnar Dickfeld 2013 Brett und Stein Frankfurt a.M. 9783940563422 Band 4 Strategie Richard Bozulich 2013 Brett und Stein Frankfurt a.M. 9783940563446 Lexikon der Joseki: Band 2 Takao Shinji 9-Dan 2012 Brett und Stein Frankfurt a.M. 9783940563163 Band 3 Takao Shinji 9-Dan 2012 Brett und Stein Frankfurt a.M. -
Go Books Detail
Evanston Go Club Ian Feldman Lending Library A Compendium of Trick Plays Nihon Ki-in In this unique anthology, the reader will find the subject of trick plays in the game of go dealt with in a thorough manner. Practically anything one could wish to know about the subject is examined from multiple perpectives in this remarkable volume. Vital points in common patterns, skillful finesse (tesuji) and ordinary matters of good technique are discussed, as well as the pitfalls that are concealed in seemingly innocuous positions. This is a gem of a handbook that belongs on the bookshelf of every go player. Chapter 1 was written by Ishida Yoshio, former Meijin-Honinbo, who intimates that if "joseki can be said to be the highway, trick plays may be called a back alley. When one masters the alleyways, one is on course to master joseki." Thirty-five model trick plays are presented in this chapter, #204 and exhaustively analyzed in the style of a dictionary. Kageyama Toshiro 7 dan, one of the most popular go writers, examines the subject in Chapter 2 from the standpoint of full board strategy. Chapter 3 is written by Mihori Sho, who collaborated with Sakata Eio to produce Killer of Go. Anecdotes from the history of go, famous sayings by Sun Tzu on the Art of Warfare and contemporary examples of trickery are woven together to produce an entertaining dialogue. The final chapter presents twenty-five problems for the reader to solve, using the knowledge gained in the preceding sections. Do not be surprised to find unexpected booby traps lurking here also. -
Go Books Summary
Evanston Go Club Ian Feldman Lending Library A Compendium of Trick Plays Nihon Ki-in All About Life and Death Cho Chikun All About Thickness - Understanding Moyo and Influence Yoshio Ishida Appreciating Famous Games Shuzo Ohira Cho Hun-Hyeon's Lectures on Go Techniques Vol 1 Cho Hun-Hyeon Cho hun-Hyun's Lectures on the Opening Vol 1 Cho Hun-Hyun Cosmic Go - A Guide to 4-Stone Handicap Games Sanjit Chatterjee and Yang Huiren Counting Liberties and Winning Capturing Races Richard Hunter Cross-Cut Workshop Richard Hunter Dictionary of Basic Joseki Vol 1 Yoshio Ishida Dictionary of Basic Joseki Vol 2 Yoshio Ishida Dictionary of Basic Joseki Vol 3 Yoshio Ishida Dictionary of Basic Tesuji Vol 1 - Tesuji for Attacking Fujisawa Shuko Dictionary of Basic Tesuji Vol 2 - Tesuji for Defending Fujisawa Shuko Elementary Go Series, Vol 2 - 38 Basic Joseki Kiyoshi Kosugi and James Davies Elementary Go Series, Vol 3 - Tesuji James Davies Elementary Go Series, Vol 6 - The Endgame Tomoko Ogawa and James Davies Enclosure Josekis - Attacking and Defending the Corner Takemiya Masaki Essential Life and Death Vol 2 Yoo Chang-Hyuk Essential Life and Death Vol 3 Yoo Chang-Hyuk EZ Go - Oriental Strategy in a Nutshell Bruce Wilcox Falling in Love with Baduk Korean Go Association Fighting Ko Jin Jiang Fundamental Principles of Go Yilun Yang Galactic Go Vol 1 - A Guide to 3-Stone Handicap Games Sanjit Chatterjee and Yang Huiren Get Strong at Go Series, Vol 1 - Get Strong at The Opening Richard Bozulich Get Strong at Go Series, Vol 10 - Get Strong at Attacking Richard -
Monte Carlo Tree Search in Go
Monte Carlo Tree Search in Go Adrien Couetoux¨ and Martin Muller¨ and Olivier Teytaud Abstract Monte Carlo Tree Search (MCTS) was born in Computer Go, i.e. in the application of artificial intelligence to the game of Go. Since its creation, in 2006, many improvements have been published. Programs are still by far weaker than the best human players, yet the gap was very significantly reduced. MCTS is now widely applied in games, in particular when no trustable evaluation function is read- ily available. This chapter reviews the development of current strong Go programs and the most important extensions to MCTS that are used in this game. 1 Introduction This chapter describes the application of Monte Carlo Tree Search (MCTS) meth- ods to the game of Go. Computer Go was the first major success story for MCTS, and many important techniques were developed in this context. Go remains the best studied application, with a huge amount of practical work as well as many publica- tions over the last seven years. The game of Go is a perfect information turn-based two player board game. As usual in board games, actions are called moves. In Go, a normal move consists in placing a single stone on the Go board, plus removing any captured opponent stones from the board. Special move types are passing and resigning. Adrien Couetoux¨ Institute of Information Science, Academia Sinica, Taiwan, e-mail: [email protected]. edu.tw Martin Muller¨ Department of Computing Science, University of Alberta, Canada, e-mail: mmueller@ ualberta.ca Olivier Teytaud, Tao, Inria, Lri, UMR CNRS 8623, Universite´ Paris-Sud, France e-mail: [email protected] 1 2 Adrien Couetoux¨ and Martin Muller¨ and Olivier Teytaud The state of a Go game is described by the location of black and white stones on the board, plus the move history, including who plays next. -
The 4Th Industrial Revolution AI, Iot, Big Data and Disruptive Innovations Contents
The 4th Industrial Revolution AI, IoT, Big Data and Disruptive Innovations Contents 1 Fourth Industrial Revolution 1 1.1 Industrial revolutions ......................................... 1 1.1.1 First Industrial Revolution .................................. 1 1.1.2 Second Industrial Revolution ................................. 1 1.1.3 Third Industrial Revolution .................................. 1 1.1.4 Fourth Industrial Revolution ................................. 1 1.2 See also ................................................ 2 1.3 References ............................................... 2 2 Artificial intelligence 3 2.1 History ................................................ 3 2.2 Goals ................................................. 4 2.2.1 Reasoning, problem solving ................................. 4 2.2.2 Knowledge representation .................................. 5 2.2.3 Planning ........................................... 5 2.2.4 Learning ........................................... 6 2.2.5 Natural language processing ................................. 6 2.2.6 Perception .......................................... 6 2.2.7 Motion and manipulation ................................... 7 2.2.8 Social intelligence ...................................... 7 2.2.9 Creativity ........................................... 7 2.2.10 General intelligence ..................................... 7 2.3 Approaches .............................................. 7 2.3.1 Cybernetics and brain simulation ............................... 8 2.3.2 Symbolic