Structural Representation of the Game of Go, Master's Thesis
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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. -
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. -
E-Book? Začala Hra
Nejlepší strategie všech dob 1 www.yohama.cz Nejlepší strategie všech dob Obsah OBSAH DESKOVÁ HRA GO ................................................................................................................................ 3 Úvod ............................................................................................................................................................ 3 Co je to go ................................................................................................................................................... 4 Proč hrát go ................................................................................................................................................. 7 Kde získat go ................................................................................................................................................ 9 Jak začít hrát go ......................................................................................................................................... 10 Kde a s kým hrát go ................................................................................................................................... 12 Jak se zlepšit v go ...................................................................................................................................... 14 Handicapová hra ....................................................................................................................................... 15 Výkonnostní třídy v go a rating hráčů ....................................................................................................... -
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. -
Strategy Game Programming Projects
STRATEGY GAME PROGRAMMING PROJECTS Timothy Huang Department of Mathematics and Computer Science Middlebury College Middlebury, VT 05753 (802) 443-2431 [email protected] ABSTRACT In this paper, we show how programming projects centered around the design and construction of computer players for strategy games can play a meaningful role in the educational process, both in and out of the classroom. We describe several game-related projects undertaken by the author in a variety of pedagogical situations, including introductory and advanced courses as well as independent and collaborative research projects. These projects help students to understand and develop advanced data structures and algorithms, to manage and contribute to a large body of existing code, to learn how to work within a team, and to explore areas at the frontier of computer science research. 1. INTRODUCTION In this paper, we show how programming projects centered around the design and construction of computer players for strategy games can play a meaningful role in the educational process, both in and out of the classroom. We describe several game-related projects undertaken by the author in a variety of pedagogical situations, including introductory and advanced courses as well as independent and collaborative research projects. These projects help students to understand and develop advanced data structures and algorithms, to manage and contribute to a large body of existing code, to learn how to work within a team, and to explore areas at the frontier of computer science research. We primarily consider traditional board games such as chess, checkers, backgammon, go, Connect-4, Othello, and Scrabble. Other types of games, including video games and real-time strategy games, might also lead to worthwhile programming projects. -
Collaborative Go
Distributed Computing Master Thesis COLLABORATIVE GO Alex Hugger December 13, 2011 Supervisor: S. Welten Prof. Dr. R. Wattenhofer Distributed Computing Group Computer Engineering and Networks Laboratory ETH Zürich Abstract The game of Go is getting more and more popular in Europe. Its simple rules and the huge complexity for computer programs make it very interesting for a study about collaborative gaming. The idea of collaborative Go is to play a simple two player game in a setup of teams behaving as one single player instead of one versus one. During this thesis, we implemented a framework allowing to play collaborative Go. The framework is heavily based on the existing Go Text Protocol allowing an inte- gration into already existing Go servers or a competition with existing Go programs. Multiple players are merged through the use of different decision engines into one single player. Two decision engines were implemented based on different interac- tion schemes. One is based on a voting process whereas the other one decides on the final move of a team by applying a Monte Carlo simulation. The final experiments show that collaborative gaming is very interesting and atten- tion attracting for the players. Especially the voting mechanism used in the collab- orative player achieved a high user satisfaction. For an automated decision engine, we found out that it is very important to make the decision process as transparent as possible to all users, as this increases the level of the acceptance even when a bad decision was made. Acknowledgments During the accomplishment of this master thesis, a lot of people supported and guided me to a successful completion of the work. -
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 .......................... -
9X9 Board for Advanced Beginners
by Immanuel deVillers 1 81 Little Lions An introduction to the 9x9 board for advanced beginners by Immanuel deVillers ([email protected]) This work is licensed under a Creative Commons Attribution - Non Commercial - No Derivatives 4.0 International License. English Version 0.90 - 22. August 2015. 2 for Jon who introduced me to 9x9 3 Table of Contents Welcome to 9x9..............................................................................................5 Short History.................................................................................................6 The Basics......................................................................................................7 Openings.....................................................................................................7 Tengen....................................................................................................7 Takamoku...............................................................................................8 Mokuhazushi........................................................................................10 Hoshi....................................................................................................11 Komoku................................................................................................12 Sansan.................................................................................................13 Influence is subtle, Control is everything..................................................14 A mistake is always lethal.........................................................................15 -
Computer Go: an AI Oriented Survey
Computer Go: an AI Oriented Survey Bruno Bouzy Université Paris 5, UFR de mathématiques et d'informatique, C.R.I.P.5, 45, rue des Saints-Pères 75270 Paris Cedex 06 France tel: (33) (0)1 44 55 35 58, fax: (33) (0)1 44 55 35 35 e-mail: [email protected] http://www.math-info.univ-paris5.fr/~bouzy/ Tristan Cazenave Université Paris 8, Département Informatique, Laboratoire IA 2, rue de la Liberté 93526 Saint-Denis Cedex France e-mail: [email protected] http://www.ai.univ-paris8.fr/~cazenave/ Abstract Since the beginning of AI, mind games have been studied as relevant application fields. Nowadays, some programs are better than human players in most classical games. Their results highlight the efficiency of AI methods that are now quite standard. Such methods are very useful to Go programs, but they do not enable a strong Go program to be built. The problems related to Computer Go require new AI problem solving methods. Given the great number of problems and the diversity of possible solutions, Computer Go is an attractive research domain for AI. Prospective methods of programming the game of Go will probably be of interest in other domains as well. The goal of this paper is to present Computer Go by showing the links between existing studies on Computer Go and different AI related domains: evaluation function, heuristic search, machine learning, automatic knowledge generation, mathematical morphology and cognitive science. In addition, this paper describes both the practical aspects of Go programming, such as program optimization, and various theoretical aspects such as combinatorial game theory, mathematical morphology, and Monte- Carlo methods. -
Including ACG8, ACG9, Games in AI Research, ACG10 T/M P. 18) Version: 20 June 2007
REFERENCE DATABASE 1 Updated till Vol. 29. No. 2 (including ACG8, ACG9, Games in AI Research, ACG10 t/m p. 18) Version: 20 June 2007 AAAI (1988). Proceedings of the AAAI Spring Symposium: Computer Game Playing. AAAI Press. Abramson, B. (1990). Expected-outcome: a general model of static evaluation. IEEE Transactions on Pattern Analysis and Machine Intelligence, Vol. 12, No.2, pp. 182-193. ACF (1990), American Checkers Federation. http://www.acfcheckers.com/. Adelson-Velskiy, G.M., Arlazarov, V.L., Bitman, A.R., Zhivotovsky, A.A., and Uskov, A.V. (1970). Programming a Computer to Play Chess. Russian Mathematical Surveys, Vol. 25, pp. 221-262. Adelson-Velskiy, M., Arlazarov, V.L., and Donskoy, M.V. (1975). Some Methods of Controlling the Tree Search in Chess Programs. Artificial Ingelligence, Vol. 6, No. 4, pp. 361-371. ISSN 0004-3702. Adelson-Velskiy, G.M., Arlazarov, V. and Donskoy, M. (1977). On the Structure of an Important Class of Exhaustive Problems and Methods of Search Reduction for them. Advances in Computer Chess 1 (ed. M.R.B. Clarke), pp. 1-6. Edinburgh University Press, Edinburgh. ISBN 0-85224-292-1. Adelson-Velskiy, G.M., Arlazarov, V.L. and Donskoy, M.V. (1988). Algorithms for Games. Springer-Verlag, New York, NY. ISBN 3-540-96629-3. Adleman, L. (1994). Molecular Computation of Solutions to Combinatorial Problems. Science, Vol. 266. p. 1021. American Association for the Advancement of Science, Washington. ISSN 0036-8075. Ahlswede, R. and Wegener, I. (1979). Suchprobleme. Teubner-Verlag, Stuttgart. Aichholzer, O., Aurenhammer, F., and Werner, T. (2002). Algorithmic Fun: Abalone. Technical report, Institut for Theoretical Computer Science, Graz University of Technology. -
SAI: a Sensible Artificial Intelligence That Targets High Scores in Go
SAI: a Sensible Artificial Intelligence that Targets High Scores in Go F. Morandin,1 G. Amato,2 M. Fantozzi, R. Gini,3 C. Metta,4 M. Parton,2 1Universita` di Parma, Italy, 2Universita` di Chieti–Pescara, Italy, 3Agenzia Regionale di Sanita` della Toscana, Italy, 4Universita` di Firenze, Italy [email protected], [email protected], [email protected], [email protected], [email protected], [email protected] Abstract players. Moreover, one single self-play training game is used to train 41 winrates, which is not a robust approach. Finally, We integrate into the MCTS – policy iteration learning pipeline in (Wu 2019, KataGo) the author introduces a heavily modi- of AlphaGo Zero a framework aimed at targeting high scores fied implementation of AlphaGo Zero, which includes score in any game with a score. Training on 9×9 Go produces a superhuman Go player. We develop a family of agents that estimation, among many innovative features. The value to be can target high scores, recover from very severe disadvan- maximized is then a linear combination of winrate and expec- tage against weak opponents, and avoid suboptimal moves. tation of a nonlinear function of the score. This approach has Traning on 19×19 Go is underway with promising results. A yielded a extraordinarily strong player in 19×19 Go, which multi-game SAI has been implemented and an Othello run is is available as an open source software. Notably, KataGo is ongoing. designed specifically for the game of Go. In this paper we summarise the framework called Sensi- ble Artificial Intelligence (SAI), which has been introduced 1 Introduction to address the above-mentioned issues in any game where The game of Go has been a landmark challenge for AI re- victory is determined by score.