Monte Carlo Tree Search in Go
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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 & -
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. -
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 .......................................................................................................... -
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. -
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 .......................... -
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 -
Applying Data Mining to the Study of Joseki
Applying Data Mining to the Study of Joseki Michiel Helvensteijn Abstract Go is a strategic two player boardgame. Many studies have been done with regard to go in general, and to joseki, localized exchanges of stones that are considered fair for both players. We give an algorithm that finds and catalogues as many joseki as it can, as well as the global circumstances under which they are likely to be played, by analyzing a large number of professional go games. The method used applies several concepts, e.g., prefix trees, to extract knowledge from the vast amount of data. 1 Introduction Go is a strategic two player game, played on a 19 × 19 board. For the rules we refer to [7]. Many studies have been done with regard to go in general, cf. [6, 8], and to joseki, localized exchanges of stones that are considered fair for both players. We will give an algorithm that finds and catalogues as many joseki as it can, as well as the global circumstances under which they are likely to be played, by analyzing a large number of professional go games. The algorithm is able to acquire knowledge out of several complex examples of professional game play. As such, it can be seen as data mining [10], and more in particular sequence mining, e.g., [1]. The use of prefix trees in combination with board positions seems to have a lot of potential for the game of go. In Section 2 we explain what joseki are and how we plan to find them. Section 3 will explain the algorithm in more detail using an example game from a well-known database [2]. -
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. -
On Competency of Go Players: a Computational Approach
On Competency of Go Players: A Computational Approach Amr Ahmed Sabry Abdel-Rahman Ghoneim B.Sc. (Computer Science & Information Systems) Helwan University, Cairo - Egypt M.Sc. (Computer Science) Helwan University, Cairo - Egypt A thesis submitted in partial fulfilment of the requirements for the degree of Doctor of Philosophy at the School of Engineering & Information Technology the University of New South Wales at the Australian Defence Force Academy March 2012 ii [This Page is Intentionally Left Blank] iii Abstract Abstract Complex situations are very much context dependent, thus agents – whether human or artificial – need to attain an awareness based on their present situation. An essential part of that awareness is the accurate and effective perception and understanding of the set of knowledge, skills, and characteristics that are needed to allow an agent to perform a specific task with high performance, or what we would like to name, Competency Awareness. The development of this awareness is essential for any further development of an agent’s capabilities. This can be assisted by identifying the limitations in the so far developed expertise and consequently engaging in training processes that add the necessary knowledge to overcome those limitations. However, current approaches of competency and situation awareness rely on manual, lengthy, subjective, and intrusive techniques, rendering those approaches as extremely troublesome and ineffective when it comes to developing computerized agents within complex scenarios. Within the context of computer Go, which is currently a grand challenge to Artificial Intelligence, these issues have led to substantial bottlenecks that need to be addressed in order to achieve further improvements. -
By Arend Bayer, Daniel Bump, Evan Berggren Daniel, David Denholm
Documentation for the GNU Go Project Edition 3.8 July, 2003 By Arend Bayer, Daniel Bump, Evan Berggren Daniel, David Denholm, Jerome Dumonteil, Gunnar Farneb¨ack, Paul Pogonyshev, Thomas Traber, Tanguy Urvoy, Inge Wallin GNU Go 3.8 Copyright c 1999, 2000, 2001, 2002, 2003, 2004, 2005, 2006, 2007 and 2008 Free Software Foundation, Inc. This is Edition 3.8 of The GNU Go Project documentation, for the 3.8 version of the GNU Go program. Published by the Free Software Foundation Inc 51 Franklin Street, Fifth Floor Boston, MA 02110-1301 USA Tel: 617-542-5942 Permission is granted to make and distribute verbatim or modified copies of this manual is given provided that the terms of the GNU Free Documentation License (see Section A.5 [GFDL], page 218, version 1.3 or any later version) are respected. Permission is granted to make and distribute verbatim or modified copies of the program GNU Go is given provided the terms of the GNU General Public License (see Section A.1 [GPL], page 207, version 3 or any later version) are respected. i Table of Contents ::::::::::::::::::::::::::::::::::::::::::::::::::::::: 1 1 Introduction::::::::::::::::::::::::::::::::::::: 2 1.1 About GNU Go and this Manual ::::::::::::::::::::::::::::::: 2 1.2 Copyrights ::::::::::::::::::::::::::::::::::::::::::::::::::::: 2 1.3 Authors :::::::::::::::::::::::::::::::::::::::::::::::::::::::: 3 1.4 Thanks :::::::::::::::::::::::::::::::::::::::::::::::::::::::: 3 1.5 Development ::::::::::::::::::::::::::::::::::::::::::::::::::: 3 2 Installation :::::::::::::::::::::::::::::::::::::: -
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.