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2015 | OriginalPaper | Buchkapitel

Using Patterns in Computer Go

verfasst von : Leszek Stanisław Śliwa

Erschienen in: Pattern Recognition and Machine Intelligence

Verlag: Springer International Publishing

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Abstract

Building a good heuristics for a computer program for Go is difficult. Game tree is highly branched and there is a threat that the heuristics would eliminate strong moves. Human players often use patterns to decide where to put stones. Therefore, one of the ideas is to develop the heuristics based on the database of “good” moves denoted by patterns. A pattern is a small segment of the board. Each pattern’s point can be vacant, occupied by black or white stone or can be an off-board point. A potential move is executed in the center of the pattern. Patterns can be acquired from a human expert or through machine learning. This paper presents a technique for: (1) retrieving patterns from a collection of records of games played between human expert players, (2) storing patterns, (3) implementing patterns in a computer program for Go.

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Fußnoten
1
Development of computer Go program has been one of goals of author’s Master’s thesis.
 
2
Smart Game Format – tree-based, portable, file format used for storing records of board games.
 
3
Handicap stones – stones placed on a board to balance a game between players of significantly different playing strength.
 
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Metadaten
Titel
Using Patterns in Computer Go
verfasst von
Leszek Stanisław Śliwa
Copyright-Jahr
2015
DOI
https://doi.org/10.1007/978-3-319-19941-2_54

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