Using Human Knowledge to Improve Opening Strategy in Computer Go
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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. -
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 & -
FUEGO—An Open-Source Framework for Board Games and Go Engine Based on Monte Carlo Tree Search Markus Enzenberger, Martin Müller, Broderick Arneson, and Richard Segal
IEEE TRANSACTIONS ON COMPUTATIONAL INTELLIGENCE AND AI IN GAMES, VOL. 2, NO. 4, DECEMBER 2010 259 FUEGO—An Open-Source Framework for Board Games and Go Engine Based on Monte Carlo Tree Search Markus Enzenberger, Martin Müller, Broderick Arneson, and Richard Segal Abstract—FUEGO is both an open-source software framework with new algorithms that would not be possible otherwise be- and a state-of-the-art program that plays the game of Go. The cause of the cost of implementing a complete state-of-the-art framework supports developing game engines for full-information system. Successful previous examples show the importance of two-player board games, and is used successfully in a substantial open-source software: GNU GO [19] provided the first open- number of projects. The FUEGO Go program became the first program to win a game against a top professional player in 9 9 source Go program with a strength approaching that of the best Go. It has won a number of strong tournaments against other classical programs. It has had a huge impact, attracting dozens programs, and is competitive for 19 19 as well. This paper gives of researchers and hundreds of hobbyists. In Chess, programs an overview of the development and current state of the UEGO F such as GNU CHESS,CRAFTY, and FRUIT have popularized in- project. It describes the reusable components of the software framework and specific algorithms used in the Go engine. novative ideas and provided reference implementations. To give one more example, in the field of domain-independent planning, Index Terms—Computer game playing, Computer Go, FUEGO, systems with publicly available source code such as Hoffmann’s man-machine matches, Monte Carlo tree search, open source soft- ware, software frameworks. -
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. -
GO WINDS Play Over 1000 Professional Games to Reach Recent Sets Have Focused on "How the Pros 1-Dan, It Is Said
NEW FROM YUTOPIAN ENTERPRISES GO GAMES ON DISK (GOGoD) SOFTWARE GO WINDS Play over 1000 professional games to reach Recent sets have focused on "How the pros 1-dan, it is said. How about 6-dan? Games of play the ...". So far there are sets covering the Go on Disk now offers over 6000 professional "Chinese Fuseki" Volume I (a second volume Volume 2 Number 4 Winter 1999 $3.00 games on disk, games that span the gamut of is in preparation), and "Nirensei", Volumes I go history - featuring players that helped and II. A "Sanrensei" volume is also in define the history. preparation. All these disks typically contain All game collections come with DOS or 300 games. Windows 95 viewing software, and most The latest addition to this series is a collections include the celebrated Go Scorer in "specialty" item - so special GoGoD invented which you can guess the pros' moves as you a new term for it. It is the "Sideways Chinese" play (with hints if necessary) and check your fuseki, which incorporates the Mini-Chinese score. pattern. Very rarely seen in western The star of the collection may well be "Go publications yet played by most of the top Seigen" - the lifetime games (over 800) of pros, this opening is illustrated by over 130 perhaps the century's greatest player, with games from Japan, China and Korea. Over more than 10% commented. "Kitani" 1000 half have brief comments. The next specialty makes an ideal matching set - most of the item in preparation is a set of games featuring lifetime games of his legendary rival, Kitani unusual fusekis - this will include rare New Minoru. -
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. -
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 .......................................................................................................... -
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 .......................... -
FUEGO – an Open-Source Framework for Board Games and Go Engine Based on Monte-Carlo Tree Search
FUEGO – An Open-source Framework for Board Games and Go Engine Based on Monte-Carlo Tree Search Markus Enzenberger, Martin Muller,¨ Broderick Arneson and Richard Segal Abstract—FUEGO is both an open-source software frame- available source code such as Hoffmann’s FF [20] have had work and a state of the art program that plays the game of a similarly massive impact, and have enabled much followup Go. The framework supports developing game engines for full- research. information two-player board games, and is used successfully in UEGO a substantial number of projects. The FUEGO Go program be- F contains a game-independent, state of the art came the first program to win a game against a top professional implementation of MCTS with many standard enhancements. player in 9×9 Go. It has won a number of strong tournaments It implements a coherent design, consistent with software against other programs, and is competitive for 19 × 19 as well. engineering best practices. Advanced features include a lock- This paper gives an overview of the development and free shared memory architecture, and a flexible and general current state of the FUEGO project. It describes the reusable components of the software framework and specific algorithms plug-in architecture for adding domain-specific knowledge in used in the Go engine. the game tree. The FUEGO framework has been proven in applications to Go, Hex, Havannah and Amazons. I. INTRODUCTION The main innovation of the overall FUEGO framework may lie not in the novelty of any of its specific methods and Research in computing science is driven by the interplay algorithms, but in the fact that for the first time, a state of of theory and practice. -
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. -
The Way to Go Is a Copyrighted Work
E R I C M A N A G F O O N How to U I O N D A T www.usgo.org www.agfgo.org play the Asian game of Go The Way to by Karl Baker American Go Association Box 397 Old Chelsea Station New York, NY 10113 GO Legal Note: The Way To Go is a copyrighted work. Permission is granted to make complete copies for personal use. Copies may be distributed freely to others either in print or electronic form, provided no fee is charged for distribution and all copies contain this copyright notice. The Way to Go by Karl Baker American Go Association Box 397 Old Chelsea Station New York, NY 10113 http://www.usgo.org Cover print: Two Immortals and the Woodcutter A watercolor by Seikan. Date unknown. How to play A scene from the Ranka tale: Immortals playing go as the the ancient/modern woodcutter looks on. From Japanese Prints and the World of Go by William Pinckard at: Asian Game of Go http://www.kiseido.com/printss/cover.htm Dedicated to Ann All in good time there will come a climax which will lift one to the heights, but first a foundation must be laid, INSPIRED BY HUNDREDS broad, deep and solid... OF BAFFLED STUDENTS Winfred Ernest Garrison © Copyright 1986, 2008 Preface American Go Association The game of GO is the essence of simplicity and the ultimate in complexity all at the same time. It is taught earnestly at military officer training schools in the Orient, as an exercise in military strategy.