home *** CD-ROM | disk | FTP | other *** search
Text File | 1993-06-20 | 60.8 KB | 1,545 lines |
- Results of the 1992 World Computer Go Championship, held in Tokyo, Japan
- on November 11 and 12.
-
- 1 - Go Intellect, Ken Chen USA 5-1
- 2 - Handtalk ZhiXing Cheng China 4-2
- 3 - Goliath Mark Boon Netherlands 4-2
- 4 - GOG 5th gen project? Japan? 4-2
- 5 - Star of Poland Januz Kraszek Poland 4-2
- 6 - Many Faces of Go David Fotland USA 3-3
- 7 - Nemesis Bruce Wilcox USA 2-4
- 8 - Great Hon-in-bow Takeshiro Yoshikawa Japan 2-4
- 9 - Rex 2-4
- 10 - Go Congress 0-6
-
- Go Intellect lost to Handtalk.
- Handtalk lost to GOG and Goliath
- Goliath lost to Go Intellect and Star of Poland
- GOG lost to Go Intellect and Many Faces of Go
- Star of Poland lost to Go Intellect and Handtalk
- Many Faces of Go lost to Go Intellect, Goliath, and Star of Poland
-
- The top programs were very well matched this year. The top 6 finishers each
- beat at least one program that finished above them. Star of Poland had
- the bad luck to be paired with Rex and Great Hon-in-bow in early rounds,
- which hurt it in the tie breaker. Any of the top 5 finishers could have
- taken first place, but Go Intellect has been among the top programs for several
- years and deserves the title.
-
- The three top programs earned the right to challenge 6-dan amateur human
- opponents at 15-stone handicaps. The humans, age 11-13, won all three
- games.
-
- _Computer_Go_ magazine $15/year (U.S. dollars outside Canada)
- 71 Brixford Crescent
- Winnipeg
- Manitoba R2N 1E1
- Canada
- (204) 256-2537 and (204) 946-7461 (office)
-
-
- Results from the 1991 World computer Go Congress:
-
- Main Computer Tournament:
-
- Place Program Author Country
- Wins
- 1 6 Goliath Mark Boon Netherlands
-
- 2 5 Go Intellect Ken Chen USA (lost to Goliath)
-
- 3 4 Dragon Tung-Yueh Liu Taiwan
- 4 4 Weiki III Sanechika Japan
- 5 4 Star of Poland Kraszek Poland
-
- 6 3 Handtalk ZhiXing Cheng China
- 7 3 Stone Kuo-Yuan Kao Taiwan
- 8 3 Modgo Knoffle Germany
- 9 3 Mac Won-Ho Jee Korea
- 10 3 Many Faces David Fotland USA
-
- 11 2 Nemesis Bruce Wilcox USA
- 12 2 Hirartsuka Shigyou Japan
-
- 13 1 Explorer Martin Muller Switzerland
- 14 1 Daihoninbo Yoshikawa Japan (Win was due to a bye)
-
- 15 0 Go Yuzhi Yang China (crashed every round)
-
- "Best Design" prize for the program with the overall best combination of
- ease of use, features, look, and playing strength, went to Many Faces of Go.
-
- Goliath went on to challange the 3 human players (young 5 dans), at a
- 16 play handicap and won all 3 games. It challenged at the next level (14
- play handicap), and lost all three games. Next year the human challenge will
- be at a 14 play handicap.
-
-
- ---------------------------------------------------------------------
- Results of 1991 North American Computer Go Tournament, held at the 1991
- Go Congress in Rochester, New York.
-
- 1st: Many Faces of Go, By David Fotland
- 2nd: Go Intellect, by Ken Chen
- 3rd: Stone, by Kao
- 4th: Contender, by Lynn Beus and Jim Logan
- 5th: Nemesis, by Bruce Wilcox
- 6th: Swiss Explorer, by Martin Mueller and Anders Kierulf
-
-
- Swiss Explorer forfeited two games, to Many faces and Nemesis, because it
- was late and missed two rounds. Swiss explorer lost to Contender due to
- an unrecoverable crash, but Contender was ahead at the time.
- Nemesis lost two games, to Contender and Stone, due to unrecoverable crashes.
- Nemesis was ahead in the game against Contender, and about even with Stone
- when it crashed. Stone is a rewrite of a program that has done well in
- Taiwan in the past. Swiss Explorer was rewritten for this year.
-
- The game between Many Faces and Go Intellect was exciting - both programs
- killed large enemy groups, and the score swung over 100 points each way in
- the middle game, then the programs left a very large ko on the board until
- the last dame was filled. Many Faces beat Stone by about 20 points and
- Nemesis and Contender by about 140 points each.
-
- Con Exp MFGO INT NEMESIS Stone Wins Place
- Contender x 1C 0 0 1C 0 2 4th
- Explorer 0C x 0F 0 0F 0 0 6th
- Many Faces 1 1F x 1 1 1 5 1st
- Intellect 1 1 0 x 1 1 4 2nd
- NEMESIS 0C 1F 0 0 x 0C 1 5th
- Stone 1 1 0 0 1C x 3 3rd
-
-
-
- -David Fotland (3 Dan, author of Many Faces of Go)
-
- -----------------------------------------------------------------------
-
- Here are the reults of the 1989 World Computer Go Championship held
- in Taipei, R.O.C. on November 11th and 12th.
-
- Place Programmer Program Country R1 R2 R3 R4
-
- 1 (3) Mark Boon Goliath Holland +14 +10 +6 +2
- 2 (11) Bruce Wilcox Nemesis USA +12 +3 +8 -1
- 3 (5) Ken Chen Go Intellect USA +5 -2 +11 +6
- 4 (5) Anders Kierulf Swiss Explorer Switzerland +7 -6 +10 +8
- 5 Noriaki Sanechika Igo 2.24 Japan -3 +13 +7 +12
- 6 (4) Janusz Kraszek Star of Poland Poland +9 +4 -1 -3
- 7 (8) David Fotland Cosmos USA -4 +9 -5 +10
- 8 Yen Chi Lin Go ROC +13 +12 -2 -4
- 9 Tadashi Takamoto AISYS King Japan -6 -7 +13 +11
- 10 (7) Gao Guo Yuan Stone 2.0 ROC +11 -1 -4 -7
- 11 Lin Guang Jiue Life ROC -10 +14 -3 -9
- 12 (2) Liu Dong Yue Dragon ROC -2 -8 +14 -5
- 13 (12) Chang Sheng Shu Magic Go ROC -8 -5 -7 +14
- 14 Wu Jeng Ru WCR II ROC -1 -11 -12 -13
-
- () shows place from last year's world championship.
-
- This year there were large improvements in most of the programs. Dragon
- was the winning program until last year, when it came in second. Most
- of last year Liu Dong Yue has been in military service so he hasn't had
- much time to improve his program and this year it came in 12th. Last year's
- top program, Codan, could not be at the championship this year, but it did
- not finish first in the Japanese preliminary, and the other Japanese
- programs came in 5th and 9th. The most improved program was Nemesis,
- which came in 11th last year and 3rd in the USA preliminary, but took
- 2nd place. Swiss Explorer and Go intellect are both derivatives of
- Go Explorer, which took 5th place last year. I think that all of the top
- 9 programs are stronger than last year's top finisher was.
-
- The final game between Goliath and Nemesis was won by 1 point by Goliath,
- and the game between Go Intellect and Nemesis was won by 3 points. If
- Goliath had lost it would have been 5th place because it played relatively
- weaker opponents than the other top programs. The top programs are close
- enough in strength that 4 rounds is not really enough to accurately determine
- which is best. Next year the contest may be played on 3 days with 8 rounds
- to solve this problem.
-
- Goliath had the opportunity to play a 16 play handicap game against a
- 12 year old 6 dan. (Under Ing rules, Black makes 16 plays, then plays first
- so there are actually 17 black stones on the board when white makes his first
- play.) Goliath lost, but only by about 15 points, so maybe next year the
- computer will be able to win.
-
- --------------------------------------------------------------------
-
- Though it is difficult to obtain a precise estimate of the abilities of these
- GO programs, their strengths are close to the 9-12 kyu range. Each program
- may have certain anomalous vulnerabilities which can be discovered after a
- few games and subsequently exploited.
-
- From: David Fotland <fotland@hpda.hp.com>
- From: jansteen@cwi.nl (Jan van der Steen)
-
-
- 9x9 TOURNAMENT
-
- PLAYER PROGRAM MACHINE I II III IV TOT a b
- ========================================================================
- 1 D. Y. Lui (Taiwan) Dragon 3.0 Mac +14 +5 +6 +2 4 8 8
- 2 D. Fotland (USA) Cosmos 1100 +13 +12 +3 -1 3 5 9
- 3 B. Wilcox (USA) Nemesis 910 +8 +13 -2 +6 3 5 8
- 4 M. Boon (NL) Goliath II 1100 -6 +9 +12 +7 3 5 7
- 5 F. C. Tang (Taiwan) Long Feather 910 +7 -1 +10 +12 3 4 8
- 6 R. Rehm (NL) Goliath I 910 +4 +11 -1 -3 2 4 8
- 7 A. Scarff (GB) MicroGo 910 -5 +14 +11 -4 2 1 7
- 8 K. S. Chen (USA) Explorer Mac -3 -10 +13 +11 2 1 6
- 9 K. Y. Chen (Taiwan) Jester 910 -11 -4 +14 +10 2 1 5
- 10 C. S. Chang (Taiwan) Magic Go 910 -12 +8 -5 -9 1 2 8
- 11 J. Kraszek (P) SOP 910 +9 -6 -7 -8 1 2 8
- 12 C. W. Shuie (Taiwan) Stone 1.0 1100 +10 -2 -4 -5 1 1 10
- 13 S. S. Yu (Taiwan) Dragon 2.0 910 -2 -3 -8 +14 1 0 8
- 14 H. Landman (USA) Poka Sun -1 -7 -9 -13 0 0 9
-
- a = SOSB and b = SOS.
-
- 910 is an Acer computer running on a 80286 Intel processor.
- 1100 is an Acer computer running on a 80386 Intel processor.
- Mac is a MacIntosh II.
- Sun is a Sun 4.
-
-
- 19x19 TOURNAMENT
-
- PLAYER PROGRAM MACHINE I II III IV TOT a b
- ========================================================================
- 1 K. Hayashi (J) Codan Toshiba +16 +6 +3 +2 4 8 8
- 2 D. Y. Liu (Taiwan) Dragon 3.0 Mac +9 +4 +7 -1 3 7 11
- 3 M. Boon (NL) Goliath II 1100 +14 +8 -1 +6 3 5 9
- 4 J. Kraszek (P) SOP 910 +12 -2 +9 +7 3 5 8
- 5 K. S. Chen (USA) Explorer Mac -6 +16 +13 +8 3 3 8
- 6 J. Sakai (J) Igo II 910 +5 -1 +11 -3 2 5 12
- 7 G. Y. Gao (Taiwan) Stone 1.0 910 +10 +11 -2 -4 2 4 10
- 8 D. Fotland (USA) Cosmos 1100 +13 -3 +10 -5 2 3 9
- 9 R. Rehm (NL) Goliath I 910 -2 +12 -4 +14 2 2 8
- 10 N. Sanechika (J) Go V. 1.3 910 -7 +15 -8 +12 2 2 6
- 11 B. Wilcox (USA) Nemesis 910 +15 -7 -6 +13 2 2 6
- 12 C. S. Chang (Taiwan) Magic Go 910 -4 -9 +15 -10 1 1 8
- 13 A. Scarff (GB) MicroGo 910 -8 +14 -5 -11 1 1 8
- 14 F. C. Tang (Taiwan) Long Feather 910 -3 -13 +16 -9 1 0 6
- 15 Huang (Taiwan) Logos 910 -11 -10 -12 +16 1 0 5
- 16 S. S. Yu (Taiwan) Dragon 2.0 910 -1 -5 -14 -15 0 0 9
-
- Toshiba is a Toshiba 3100, a PC compatible running a 80386 Intel
- processor.
-
-
- --
- Jan van der Steen, CWI the Netherlands
- jansteen@cwi.nl (or uunet!mcvax!jansteen)
-
- From fotland@hpda.hp.com Tue Feb 13 15:39:07 1990
- ------------------
- 10 programs participated in this year's (89) United States Championship.
- There weren't too many surprises in the finishing order. Two strong European
- programs entered but were not eligible to qualify for the international
- tournament in Taiwan.
-
- Place N.A.Place Program Author Record
- 1 1 Go Intellect K. Chen 4-0
- 2 - MicroGo 2 A. Scarff 3-1
- 3 2 Cosmos D. Fotland 3-1
- 4 - Star of Poland J. Kraszek 3-1
- 5 3 Nemesis B. Wilcox 2-2
- 6 4 Poka H. Landman 2-2
- 7 5 Golem H. Enderton 1-3
- 8 6 Contender L. Beus 1-3
- 9 7 Go Guru K. Schatten 1-3
- 10 8 Tsunami B. Ladendorf 0-4
-
- Go Intellect is the next generation of Go Explorer. It is much stronger.
- Opinions of GI's strength ranged from 12 kyu to 5 kyu, with most people
- saying 8 to 10. Go Explorer is generally considered to be 12 to 14 kyu, so
- this is a large improvement in one year.
-
- MicroGo 2 finally did fairly well, surprising many observers. Alan Scarff
- was the only person who thought it had a reasonable chance against Go
- Intellect in their 4th round match. Alan has said that the program uses
- cellular automaton techniques, but he hasn't explained how yet.
-
- Cosmos qualified as expected, beating Nemesis as expected. There was a
- little excitement in the 4th round, when Poka got paired with Cosmos, which
- should have been a sure win for Cosmos. However, due to some kind of bug,
- Cosmos started moving slower and slower, and got into serious time trouble.
- Dave Fotland finally had to kill it and re-enter the moves by hand. (Maybe
- he'll implement auto-save or a trickle file now?) Eventually he got Cosmos
- back in sync and completed the game, but another 5 minutes and it would
- have been disqualified.
-
- Star Of Poland placed about as expected. The 2nd round game between MicroGo
- and SOP was very difficult, with a large capturing race that MicroGo won.
-
- Nemesis lost to the stronger programs and beat the weaker programs. So did
- Poka. It is unfortunate that Nemesis and Poka were never paired, since it
- would have been an interesting game. As it turned out, the 4th round match
- between the two worst programs (Go Guru and Tsunami) decided the 3rd place
- by tie-breaker (sum-of-defeated-opponent's-scores).
-
- Golem is basically the same program that competed in the USENIX tournament
- in 1987. It is tactically very strong, but weak elsewhere.
-
- Contender is a several-rank improvement of Infinity Go, but that still leaves
- it around 23 to 25 kyu.
-
- Go Guru and Tsunami are very young programs, and were not able to stand up to
- any of the more mature ones. I expect that these could improve dramatically
- in a year.
-
- Except for the Cosmos time problem and one glitch in another program,
- there were no crashes this year. All games were considered completed.
- This contrasts with last year, where only 5 programs were entered and
- the two that didn't qualify both crashed alot.
-
- Howard A. Landman
- landman@sun.com
-
-
- From: David Fotland <fotland@hpda.hp.com>
- From: jan@mathrt0.math.chalmers.se. (Jan Stein)
- Subject: 1st Computer Olympiad GO tournament
-
- I havn't seen any results from the GO tournament in the 1st Computer Olympiad,
- so I have taken time to post the results. It's interesting to notice that
- Go Intellect which placed 1st in North American tournament only came fourth.
- The first three program in the 19x19 tournament are also this years European
- entries in the Taiwan tournament.
-
-
- 19 x 19 GO
-
- 1 2 3 4 5 6 7 8 9 10 score position
- ------------------------------------------------------------------------------
- 1. Swiss Explorer (Switzerland) x 0 1 1 1 1 1 1 1 1 8 1
- 2. Goliath (Netherlands) 1 x 0 0 1 1 1 1 1 1 7 2
- 3. Star of Poland (Poland) 0 1 x 1 0 1 0 1 1 1 6 3
- 4. Go Intellect (USA) 0 1 0 x 1 1 0 1 1 1 6 4
- 5. Stone (Taiwan) 0 0 1 0 x 0 1 1 1 1 5 5
- 6. Modgo (W. Germany) 0 0 0 0 1 x 1 1 1 1 5 5
- 7. Microgo 2 (England) 0 0 1 1 0 0 x 0 1 1 4 7
- 8. Dragon (Taiwan) 0 0 0 0 0 0 1 x 1 1 3 8
- 9. Tango (W. Germany) 0 0 0 0 0 0 0 0 x 1 1 9
- 10. Cingo (England) 0 0 0 0 0 0 0 0 0 x 0 10
-
-
-
- 9 x 9 GO
-
- 1 2 3 4 5 6 7 8 9 10 score position
- ------------------------------------------------------------------------------
- 1. Dragon (Taiwan) x 1 1 0 1 1 1 1 1 1 8 1
- 2. Go Intellect (USA) 0 x 1 1 0 1 1 1 1 1 7 2
- 3. Goliath (Netherlands) 0 0 x 1 1 1 1 1 1 1 7 3
- 4. Go 4 (England) 1 0 0 x 1 1 0 1 1 1 6 4
- 5. Microgo 2 (England) 0 1 0 0 x 1 1 0 1 1 5 5
- 6. Modgo (W. Germany) 0 0 0 0 0 x 1 1 1 1 4 6
- 7. Swiss Explorer (Switzerland) 0 0 0 1 0 0 x 1 1 1 4 6
- 8. Star of Poland (Poland) 0 0 0 0 1 0 0 x 1 1 3 8
- 9. Tango (W. Germany) 0 0 0 0 0 0 0 0 x 1 1 9
- 10. Cingo (England) 0 0 0 0 0 0 0 0 0 x 0 10
-
-
- --
- Jan Stein, Chalmers Computer Society, E-mail: jan@cd.chalmers.se
- Disclaimer: afs: Lost contact with server 129.16.38.2
-
- From: fotland@hpihoah.cup.hp.com (David Fotland)
- Subject: X11 Go program available (includes two player mode)
- Date: 26 Nov 91 19:38:16 GMT
-
- Documentation for "The Many Faces of Go", Cosmos, IGO, and xgo,
- a program that plays Go, by David Fotland. (11/26/91)
-
- "The Many Faces of Go" is a GO program for the IBM-PC that includes
- an extensive tutorial on the rules and strategy, a set of introductory
- problems (from Graded Go Problems For Beginners), several professional games
- with commentary (and the ability to present additional games available
- from Ishi Press), a Joseki tutor with about 15,000 moves, and one of the
- strongest Go playing computer opponents available. MFGO was introduced
- in January, 1991, and currently holds the title of "North American Computer
- Go Champion".
-
- Cosmos was the previous version of this program, introduced in September,
- 1988, and is no longer available, since MFGO is a stronger player and has
- a much better user interface.
-
- IGO is a 9 line only introductory version of Many Faces of Go for the IBM-PC
- that is available from the American Go Association or Ishi Press. It is
- free (except for shipping and handling), and may be freely copied and given
- away to friends.
-
- Xgo is a port of Many Faces of Go to X11 release 4 on the Hewlett Packard
- HP9000 3xx, 4xx, 6xx, 7xx, and 8xx computers. It emulates the VGA graphics
- interface from MFGO, and has a two player, two screen mode for playing games
- with friends over the net.
-
- The most recent Cosmos is Rev 6.11. The most recent Many Faces of Go is
- Rev 7.03. The most recent xgo is Rev 7.34. The most recent rev of IGO is
- 7.5. All programs share the same source code.
-
- MFGO plays the oriental game of Go, a 2 player board game where the object
- is to surround territory. Players take turns putting pieces (called stones)
- on a board. Once played a piece does not move, although it may be captured.
- Play continues until both players pass and the score is the number of points
- surrounded plus the number of prisoners. Highest score wins.
-
- Tournament Results:
-
- "Best Design" award 1991 World Computer Go Championship
- 1st place 1991 North American Computer Go Championship
- 10th place 1991 World Computer Go Congress
- 5th Place 1990 USA Computer Go Championship
- 2nd place 1989 USA 19 line computer Go championship
- 7th place 1989 World 19 line computer Go championship
- 1st place 1988 Usenix 19 line computer Go tournament
- 1st place 1988 USA 19 line Computer Go championship
- 8th place 1988 World 19 line computer Go championship
- 2nd place 1988 World 9 line Computer Go championship
- 4th place 1987 World 19 line computer Go championship
- 4th place 1987 World 9 line Computer Go championship
-
- MFGO is about 15 Kyu strength. Xgo is about 13 Kyu strength. Beginners are
- about 25 to 30 kyu. Smaller numbers are stronger players. The difference in
- rank is the number of handicap stones given on a 19 line board. Most serious
- players get to 6 to 10 kyu within a year or two if they have stronger people
- to play. After one kyu, the next rank is one dan and ranks go up to 9 dan
- with the strongest amateur players at 7 or 8 dan. My rank is 3 Dan.
-
- How to get it:
-
- If you are inside HP, xgo is ninstallable from hpihoah. The package is
- called "go" and includes a man page. It puts "xgo" in /usr/local/games,
- the man page "xgo.6" in /usr/local/man/man6, and the data files and graphic
- bitmaps in /usr/local/games/lib/xgo. It also installs an old X10 and curses
- version as /usr/local/games/go.
-
- From outside HP you can get Xgo from uunet.uu.net via anonymous FTP.
- Look in games/hp-xgo.shar.Z. This shar file contains binary executables
- for both HP9000 68000 based machines (3xx and 4xx) and RISC based machines
- (6xx, 7xx, 8xx), as well as documentation and data files. The file is about
- 2.75 Mbytes, and uncompresses to about 6 Mbytes. Transfer it in binary mode,
- then use 'uncompress hp-xgo.shar.Z' to uncompress it, then 'sh hp-xgo.shar'
- to split out the separate files.
-
- Xgo is available free on Hewlett Packard 9000 series computers. MFGO is
- available for IBM PC or compatibles with at least 512 Kb of memory as
- "The Many Faces of Go", for $59.95 (plus $3.00 postage and handling)
- in many computer and game stores or from:
-
- Ishi Press
- 76 Bonaventura Dr.
- San Jose CA 95134
- (408)944-9900
-
- I do not distribute source since this is one of the stronger programs in
- the world and I want to win the world championship. I have no plans to port
- this program to any other Unix based machines, especially not
- to Sun workstations. I may port it to the Macintosh, Amiga, or
- NeXt machines.
-
-
- Usage (for Xgo X11 version):
-
- xgo [-sSIZE] [-lLEVEL] [-hHANDICAP] [-display FOO:0.0] [-display2 BAR:0.0]
-
- SIZE is size of board (7 to 19). Default is 19.
- LEVEL is the playing level (0-20). Default is 10
- HANDICAP is number of handicap stones
- -display FOO:0.0 use FOO for display
- -display2 BAR:0.0 use BAR for the second player
-
-
- MFGO and xgo have a setup screen that allows setting of playing level,
- handicap, rules, color played, and some user interface parameters.
-
- The playing level controls the number of nodes visited in each tactical
- search and the number of moves considered on the full board. Higher numbers
- are slower, but allow the program to read out more difficult tactical
- situations and find less obvious moves. MFGO/Xgo has 20 playing levels,
- which cover the same range as the 100 playing levels in Cosmos.
-
- MFGO/Xgo allows black to start with handicap stones on the board to make up for
- a difference in strength between the players.
-
- Japanese rules are commonly used in the US and Japan. The Ing Chinese rules
- are used in Taiwan and are the official rules of the Ing computer Go
- championship (the one with the $1.5 Million prize).
-
- Many Faces of Go Info:
-
- MFGO will run on any IBM PC, XT, AT, PS/2 system, Tandy 1000, or clone. The
- machine should have at least 512Kb of RAM (Cosmos is about 450K) and a 5 1/4
- inch or 3 1/2 inch floppy drive. MFGO is distributed on two 362Kb floppy
- disks and one 3 1/2 inch disk. It is not copy protected. To run it, just
- type go. It allows you to set up a configuration for the game where you can
- specify board size, handicap, computer to play black, white, both or neither,
- beep for Atari, playing level, archive all games to disk, randomize moves (so
- it doesn't always play the same game), etc. You can save the configuration on
- the disk.
-
- MFGO supports Hercules, CGA, EGA, VGA (Color or Mono), Tandy, and Laptop
- graphics modes. In each mode it uses the highest resolution available and has
- shaded stones. In VGA the board has a realistic wood grain. The VGA graphics
- are use for the X11 version.
-
- The rules and strategy of Go are on line and there is extensive on line help
- for the configurations, playing, and scoring, including a 90 screen on line
- tutorial presented in question/answer format (using the text from the AGA
- book "The Way to Go") with two commented small board games.
-
- Games can be saved and restored, or reviewed move by move.
-
- MFGO can explain its reasons for picking a move and can give you a hint
- as to where you should move next (and explain the reasons for the hint).
-
- MFGO includes a joseki tutor that allows you to browse the 15,000 move joseki
- library.
-
- MFGO is designed to be very easy to use for the Go and or computer novice and
- is a good way to introduce someone new to Go. It can play games on small
- boards. It supports any odd size from 9x9 to 19x19.
-
- Igo information:
-
- Igo is MFGO restricted to a 9 line board, and it includes a new, improved
- on line tutorial presented in problem/answer format (using the text from the
- AGA book "The Way to Go"). Igo has 4 levels, which control the playing
- strength and the handicap, so an improving player will move up in levels.
- Igo is intended primarily to introduce new players to the game.
-
-
- How it Works:
-
- Go is a very difficult problem. There is no single idea that can generate
- strong moves (like searching in chess). Strong programs are strong
- because they have lots of go knowledge. The most important thing is a
- way to organize lots of go knowledge so it can be used quickly. MFGO
- has 250 major move suggesting rules (and most of them are results of
- several subrules). It has a 26,000 move annotated joseki library. It has
- 320 patterns in a pattern library. It has maybe 50 rules each hardcoded into
- the tactical analyzer, connection evaluator, eye evaluator, and life and
- death evaluator. It has 3 different territory evaluators which are used
- in different circumstances. (One for secure eye space, one for liberties,
- and one for influence.)
-
- The move suggesting rules suggest moves to try and probable values. These are
- sorted and the "playing level" top moves are further considered. Each of
- these moves are made on the board and the position evaluated and scored
- (using the tactical analyzer, eye evaluator, etc.) The move which leads
- to the best score is played.
-
- Details
-
- There are three parts of a Go program; the data structures for representing
- go knowledge, the evaluation function for determining the score, and
- the move selection expert system.
-
- Data structures:
-
- My most basic data structure is a sorted list of integers. I use it for things
- like lists of liberties, lists of neighboring groups, and lists of eyepoints.
- I keep track of local structures like liberty lists incrementally. Some
- global structures like the amount of influence on each square are completely
- recalculated every move. For some things like the value of an eye I only
- recalculate ones that change. Most data structures are attached to strings
- or groups rather than squares on the board.
-
- Important data structures:
-
- Per point (intersection):
- Color (black, white, or empty)
- String number
- Number of adjacent black, white, empty points
- List of adjacent empty points
- White and black influence
- Which eye is this point part of
- List of connections through this point
- List of patterns that match here
-
- Per string (set of adjacent stones of same color, unit of capture):
- Number of liberties
- List of liberties
- List of adjacent enemy strings
- Group number
- List of connections from this string
- Aliveness
- Tactically threatened flag
-
- Per Group (set of unbreakably connected strings):
- List of component strings
- Aliveness
- Number of liberties
- List of liberties
- List of eyes
- Number of eyes
- List of eye potentials
- List of running points
-
- Per connection:
- Two string numbers
- Status of connection (unbreakable, cuttable, etc)
- Type of connection (hane, knights, one point jump, etc)
- List of points in connection
-
- Per eye:
- List of points in eye
- How many eyes if I move first
- How many eyes if enemy moves first
- How many eyes if enemy gets two moves in a row
- List of vital points
- Type of eye (one_point, dead_group, line, etc.)
-
- Per eye potential
- Type of potential (eye vital point, extend, connect, etc)
- Amount of potential
-
- Per running point
- Type of point (toward friend, toward enemy, etc)
-
- Evaluating a position:
-
- First, figure out where the strings of stones, liberties, liberties
- of liberties, stones next to empty squares, and connections are (I do this
- incrementally). A string of stones is the unit of capture in Go.
-
- For each string, see if it is tactically captured if it moves first. If so,
- mark it DEAD.
-
- For each string, see if it is tactically captured if it moves second. If so,
- mark it THREATENED.
-
- Find all of the connections between strings. Check tactically if they are
- cuttable or not. (Knowing which strings are DEAD or THREATENED is a big
- help here.)
-
- Collect all of the strings that are unbreakably connected into groups.
-
- Analyze all the eyes on the board and assign them to groups. An eye
- is a small space mostly surrounded by stones or a small DEAD group. MFGO
- knows the dead shapes and vital points. It checks the diagonals of small eyes
- to see if they are false. Figure out the value and potential of each eye.
- (For example, 3 in a row has a value of one eye and potential of two eyes).
-
- Find all of the territory completely controlled by each group which was not
- already counted as eyes. This is the army's EYESPACE.
-
- For each group, if it has eyes plus EYESPACE for two eyes, mark it ALIVE.
-
- Radiate influence from the ALIVE groups (and negative influence from DEAD
- ones), and slight influence from the other stones.
-
- For each group that is not ALIVE or DEAD, figure out how strong it is. Take
- into account potential connections, potential extensions along the edge,
- potential eyes. If it has two independent moves that could make two eyes,
- mark it MIAI-ALIVE. If it has one move that can make it alive, mark it
- UNSETTLED.
-
- The remaining groups are WEAK. Look for two adjacent WEAK groups to find
- semeais and sekis. See if the radiated influence from a friendly live group
- hits a weak group. If so it is not surrounded. Separate the WEAK groups
- that can run or fight from the ones that are hopeless. Generally a WEAK
- group that can't run and has ALIVE neighbors and few liberties is hopeless.
-
- Each point with a stone on it or adjacent to a stone or between a stone
- and the edge is scored according to how alive the stone is. Other points
- are scored based on the radiated influence.
-
- Unsettled groups are scored differently depending on who has the move.
-
- The guts of the evaluation function is based almost entirely on life and
- death considerations. My feeling is that you can make 20 kyu moves based on
- shape alone, but you can't get to 10 kyu unless you can tell which groups
- are strong and which are weak, and especially which are unsettled.
-
- MFGO classifies groups according by how strong they are into the following
- classes:
-
- HERE DOWN ARE DEAD
- 25 - tactically captured unconditionally
- 24 - presumed dead because surrounded without
- any eyes (smothered small group)
- 23 - Temp used for weak groups undecided yet
- 22 - No eyespace or potential and nbrs all alive
- 21 - probably dead. some eye space or potential, nbrs alive
- 20 - in semeai loses
- HERE DOWN ARE WEAK - PROBABLY WILL DIE
- 19 - no running ability, weak nbrs and some eye potential
- 18 - can't run, lots of eye potential, only one eye
- has aji to live, or can be used as ko threats
- 17 - in a semeai. behind - aji for later
- 16 - poor running ability - can't live in one move
- HERE DOWN ARE UNSETTLED
- 15 - in a semeai. unsettled
- 14 - Running fight (can run and there are adjacent weak groups)
- 13 - surrounded, can live or die in one move
- 13 - would be alive, but tactically threatened
- 12 - in a semeai. Ahead or temporary seki
- 11 - unsettled - can live in one move or limp away
- HERE DOWN ARE ALIVE (or settled for now)
- 10 - can run away easily, no eyes
- 9 - can run away easily, one eye
- needs two moves to make second eye
- 8 - can live in one move or run easily
- 7 - Alive because wins semeai
- 6 - alive in seki
- 5 - miai for barely space for two eyes (dangerous)
- 4 - barely territory for two eyes (dangerous)
- HERE DOWN ARE VERY ALIVE
- 3 - miai for lots of eye space - 3 or more ways to make
- second eye
- 2 - absolutely unconditionally alive - two small eyes
- or lots of territory
-
- The influence function:
-
- Once we know the strength of groups we can radiate influence to determine
- where the territory is. Influence is radiated independently from each
- stone and summed at each point. The influence function falls off as
- 1/distance, and does not go through stones or connections. A function
- that falls off as 1/distance will create a constant field inside
- any fully enclosed area, no matter how big it is, which is what we want
- for territory. Dead stones radiate negative influence.
-
- The tactician:
-
- The tactician does a single tactical search with the goal of capturing a
- string. It gets passed the maximum liberty count, maximum depth, and maximum
- size of the search. When seeing if strings are DEAD or THREATENED the
- maximum liberty count is 4. If a string gets 5 liberties it is assumed to
- escape. The maximum depth is about 100 which allows a ladder across the
- board to be read out. The size of the search is the playing level, which
- controls the number of decisions made. Forcing moves don't count, so a ladder
- can be read out even at low levels. Eye and connection evaluations use
- much smaller values for the size of the search since for a solid eye or
- unbreakable connection you want to capture quickly. The tactician does about
- 200 nodes per second per MIP.
-
- Move Selection:
-
- I used to just try every move and score the board. This worked OK, but was
- very slow. Now I have a bunch of move suggestion code organized as a set
- of experts which suggest moves along with the reason for making them.
- There are over 250
- reasons for making a move. Each reason comes with a bonus value, a guess
- value, a minimum aliveness, and an indication of which group is being
- attacked or defended (if any one is). The moves are sorted by the guess value
- and some number of them are tried (controlled by the playing level). After
- a move is tried we check if the rule applied. For example, if the rule
- is "Make an eye to save an unsettled group" and after the move is made the
- group is still unsettled, then the rule did not work and the move is
- rejected. If the move is an attacking move, the attacked group must end up
- weaker. If the move is a defending move, the defended group must end up
- stronger. If the rule applied, we check to see if the move is sente, and
- add a bonus if it is. The position is evaluated (as described above) and
- the rule bonus and sente bonus are added. If there is a move tree associated
- with this move (from a joseki or a pattern match) the moves in the tree
- are placed on the board and evaluated (as above), then the scores are
- backed up using minimax. After trying each move, the one
- which led to the highest score (counting bonuses) is made. In evaluating
- the position a local quiescence search is made.
-
- Move Suggestion:
-
- The move suggestion experts are:
-
- Fuseki
- Playing in empty corner
- Shimari and kakari
- Joseki moves
- Big moves on edge
- Towards enemy
- Invasions
- Between friendly stones
- Playing in the center (reducing moves and junction lines)
- Playing safe when ahead
- Respond when enemy adds stone to dead group
- Squirming around when behind
- Make a bogus invasion
- try to make a hopeless group live
- Pattern matching
- patterns for cutting and connecting
- patterns for surrounding and avoiding getting surrounded
- endgame patterns
- killing/saving groups patterns
- Shape moves
- Saving a weak group
- making eyes
- running
- fighting semeais
- Save threatened string
- Capture threatened string
- Killing a weak group
- surrounding
- taking eyes
- Cutting and connecting
- Contact fights
- Blocking
- extending for liberties
- hane
- Ko threats
- make a big atari
- Filling dame
-
- There is a Joseki library which can suggest joseki moves. It's
- organized as an directed acyclic graph (not a tree). Moves are marked as
- normal, urgent, bad (these moves are ignored
- but the response is in the library in case the opponent makes one), followup,
- etc. The Joseki database is encoded in about 1.2 bytes per move.
-
- There is a pattern matcher with over 300 patterns in it. Each pattern is
- 8x8, where each point is specified as black, white, empty, don't care,
- white or empty, black or empty, or black or white. Each pattern has
- a set of attributes with it that must also match. For example, the
- stone at (4,2) must be alive, or the stone at (2,5) must have at least
- 2 liberties. Each pattern has a move tree attached that is used for
- full board lookahead. There are about 1600 moves in all the move trees.
-
- The move suggestion code is easily extensible by adding more patterns or
- firing rules based on other criteria. The program has text associated with
- each rule so it can "explain" its reasons for making moves. This makes it
- easy to debug.
-
- Program Size:
-
- Many Faces of Go is about 41,000 lines of code with about 15,000 of those
- lines in the user interface and the rest in the playing algorithm. It is
- written entirely in C except for a small amount of PC video graphic interface
- code which is in 80x86 assembler. On the PC, MFGO occupies about 440 Kbytes
- in memory, about 2/3 code and 1/3 data.
-
- -David Fotland
-
-
-
- >From: bdp@ely.cl.cam.ac.uk (Barney Pell)
- Subject: (LONG) Computer GO people and INFO
- Date: 7 Jun 90 17:29:26 GMT
-
- I still haven't completed the paper I promised long ago.
- But at last, I've compiled the numerous responses I got.
- Thanks to everyone who replied. I hope we can once again use this
- newsgroup as a place to exchange ideas about COMPUTER GO.
-
- I didn't make an address book below, instead I pretty much just
- included the relevant parts of the responses I received.
-
- %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
- %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
- %%%
- %%% Computer GO People and INFORMATION
- %%%
- %%% Information compiled by Barney Pell
- %%% Thanks to everyone in NETLAND who replied.
- %%%
- %%%
- %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
- %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
-
-
- ----------------------------------------
- >From: Barney Pell
- ----------------------------------------
- I'm working on Machine Learning in the Game of GO.
- I currently have two areas of research:
-
- 1. Probabilistic evaluation function learning
- 1.1. Given some features, learn which ones are good, and in
- what combinations, based on statistical experience).
- 1.2. Supervised learning (from master games)
- 1.3. Unsupervised (program plays against itself, experiments).
-
- 2. Dependency-based learning:
- 2.1. Given: a dependency structure (i.e., this group is safe because it
- can kill that group, because it has only 2 liberties.
- 2.2. Given: some change which undermines a previous conclusion
- 2.2.1. (Like: enemy protected the 2-liberty group, so now my group is
- no longer safe.
- 2.3. Learn: General Concept of undermining this type of conclusion.
- 2.3.1. (In this example: "defend to attack").
-
- ==================================================
-
- Barney Pell
- Computer Laboratory
- University of Cambridge
- phone: (0223) 334622
- e-mail: bdp@cl.cam.ac.uk
-
- Life is a metaphor for GO!
- ==================================================
-
-
-
- ----------------------------------------
- >From: Fred Hansen <wjh+@edu.cmu.andrew>
- ----------------------------------------
-
- Here's some stuff recently posted to the net by
- Jeff Boscole ( aesop@milton.u.washington.edu ).
-
- You should especially get in touch with the Computer Go journal.
-
- Anders Kierulf is studying with Jurg Nievergelt at:
- ETH-Zentrum/ETL
- CH-8092 Zurich
- Switzerland
-
-
- Fred Hansen
-
-
- ----------------------------------------
- >From: Tim Duncan <timd@uk.ac.ed.aiai>
- ----------------------------------------
-
-
- I'm interested in building a Go playing program too, though haven't been
- able to devote much time to it yet. However, you might be interested in
- several papers on Go in:
-
- Max Bramer (ed) Computer game-playing: theory and practice.
- Ellis Horwood, Chichester, 1983 (ISBN: 0853124884)
-
-
- --------------------
- >From Kaihu Chen
- --------------------
- I have been working on computer Go
- for about 3 years. My program won the 3rd place in the 1987 Go tournament
- at Taipei. No, the K. Chen who won last year was not me (I was not there).
- I did my Ph.D. thesis with R. S. Michalski on Machin Learning,
- and I have been trying to apply it to computer Go. Personally I believe
- that's the only way for a program to reach 3-dan or higher.
- I would be happy to open up a channle of discussion so that we can
- benefit from each other.
-
- I am hoping to use inductive learning to generalize results
- derived from minimaxing into reliable declarative forms, in order to reduce
- the need for minimaxing at the time of competition. This is my way to
- make a Go program play faster and better with practice and time.
-
-
- Kaihu Chen
- MS: DLB5-3/E7
- 290 Donald Lynch Blvd
- Marlboro, MA 01752
- U. S. A.
- (FAX)508-840-3494
- email: kchen@aisg.enet.dec.com
-
-
- --------------------
- >From Jens-Peter Haack <peter@uucp.tub>
- --------------------
-
- Im working on a GO-Programm for one year, it's written in C an
- runns on an ATARI ST and SUN's under X-Windows.
-
- It's the thema of my diplom in Informatik on the technical University
- of Berlin, to be finnished 21. Feb 90.
-
- With an old (and very clumsy) Version i got the 9th place of 10
- in London last year (Computer Olymiad) in 19x19 GO.
-
- If you are interessted, ill send you a copy of my work after the 21. Feb.
-
-
- Addresses:
- Anders Kierulf, ETH Zuerich, CH-8092 Zurich, Switzerland
- e-mail: kierulf@inf.ethz.ch
-
- Ken Chen, Dept. of Computer Science
- University of North Carolina
- Charlotte, NC 28223, USA
- e-mal: chen@unccvax.uncc.edu
-
- Christian Haider, Ohsuga-Lab.
- The University of Tokyo
- 4-6-1 Komaba, Meguro-Ku, Tokyo 153
- e-mail: haider%kaus1.ohsuga.u-tokyo.junet%utokyo-relay.csnet@RELAY.CS.NET
-
- Me (Jens-Peter Haack), Sedanstr. 25, 1000 Berlin 41, West-Germany
- e-mail: pyramid!tub!peter
- unido!tub!peter
- peter@tub.bitnet
-
- Christian Haider will be back in germany in 3 month's
-
- Do you know about the "Computer Go", DIN-A5 Magazin. Printed and edited
- in Canada, Editor: David Erbach, 71 Brixford Crescent, Winnipeg
- Manitoba R2N 1E1
- There are 4 issues a year.
-
- The latest paper from A.Kierulf, K.Chen, J.Nievergelt i have, is dated
- May 1989:
- "Smart Game Board and Go Explorer:
- A case study in software and knowledge engineering"
-
- Christian Haider just finnished his report desribing his one year in Japan,
- working on his Programm LeGo, using Machine Learning. (Automatic Rule
- Creation and Improving).
-
- It should also be possible to order his Diplom-Work on the
- technical University of berlin:
- "Anwendung von Verfahren des Maschinellen
- Lernens auf das japanische Brettspiel Go"
-
- September 1988, (in german)
-
- --------------------
- >From David Fotland
- <fotland%com.hp.hpda@com.hp.sde>
- --------------------
-
- I wrote Cosmos, the strongest program commercially available (about 15 Kyu),
- which came in second place last year in the U.S. For recent information on
- computer Go, contact
-
-
- David Erbach
- 71 Brixford Cr
- Winnipeg Manitoba R2N 1E1 Canada
-
- (204) 256-2537 or (204) 946-7461
-
- He publishes "Computer Go" which has many recent articles on
- algorithms.
-
-
- Noriaki Sanechika's address is
-
- AI language research institute
- Sakurai building
- 15-15, Shiba 3-Chome; Minato-Ku
- Tokyo 105, Japan
-
- Herbert Enderton is a graduate student at CMU doing work on Go and
- neural nets. Here are the names from last years US championships:
-
- K Chen
- D Fotland
- B Wilcox
- H Landman
- H Enderton
- L Beus
- K Schatten
- B Landendorf
-
- H Landman is reachable at sun!landman.
-
- Bruce Wilcox's address and phone is:
- Toyogo Inc
- 34 Oak St.
- Lexington, MA 02173
- (617) 863-1454
-
-
- --------------------
- >From David Stoutamire
- --------------------
- I am doing an MS on computer go.
-
- --
- daves@alpha.ces.cwru.edu | David Stoutamire,
- | gradual student in computer engineering
- (216) 368-5038 | at Case Western Reserve University
-
-
- --------------------
- >From Niek van Diepen (niekd@cs.kun.nl)
- --------------------
-
- 1. Mark Boon (author of Goliath II, the current world champion, and
- C.S.-student at the University of Amsterdam). His address is:
- Tasmanstraat 43-I, NL-1013 PX Amsterdam, The Netherlands.
- He might be able to point out the others to you.
- 2. Jan Wielemaker (working at the University of Amsterdam on some AI
- techniques, and a go player who has considered using some of these
- techniques for programming go -- an aborted attempt, I think.)
- I do have an e-mail address of him: jan@swivax.uucp.
-
-
- --------------------
- >From Howard A. Landman
- --------------------
- I wrote a program Poka which is about 19 kyu - weaker than the good programs,
- but stronger than pretenders like Contender and GnuGo. It has the world's
- best (only?) full-board opening library, and excellent fast routines for
- calculating influence, but it's very stupid about tactics and living.
- It uses cellular-automaton-like algorithms for the influence stuff.
-
- I also have a huge amount of Go game data (over 200,000 moves), most of
- which I've typed in myself. I presume a good learning program needs a
- lot of data to train on?
-
- --
- Howard A. Landman
- landman@eng.sun.com -or- sun!landman
-
- ---------
- From: landman@hanami.Sun.COM (Howard A. Landman)
-
- Elwyn Berlekamp at U.C. Berkeley taught a class this year on the
- Conway-Berlekamp-Guy theory of games, using Go for many of the examples.
- He's proved many interesting results, including for example that the
- temperature of a simple ko is 1/3 the number of points at risk.
-
- Lynn Beus at Brigham Young University is still actively developing the
- BYU Go -> Infinity Go -> Contender line of Go programs.
-
- Laura Yedwab, working at MIT under Ron Rivest, did a thesis called
- something like "On Playing Well In A Sum Of Games", which more-or-less
- proves that even the endgame of Go is PSPACE-hard by itself. (That
- the entire game of Go is PSPACE-hard was established a few years back
- by Sipser at Berkeley, who proved that the cut-vs-connect subproblems
- of Go are already PSPACE-hard.) I don't know whether Rivest is still
- interested in such matters.
-
- Danny Hillis at Thinking Machines Inc., designer of the Connection Machine,
- has expressed interest in computer Go as a good, hard theoretical problem.
- (See for instance the interview in Stewart Brand's "The Media Lab: Inventing
- the Future at MIT".) At least one person (myself) is experimenting with
- massively parallel algorithms for Go using Connection Machines. It might
- be possible for people with similar interests to get guest accounts on
- such machines.
-
- Hans Berliner at CMU could be a force to contend with if he ever turned his
- attention to computer Go, but I've heard rumors that he considers it too hard.
- Still, it might be worth contacting him.
-
- Judeah Pearl (at UCLA?) has done outstanding basic research in game theory,
- some of which is applicable to Go.
-
- --------------------
- >From: Larry Watanabe <watanabe@edu.uiuc.cs.herodotus>
- --------------------
- I am about 4-dan, and am studying machine
- learning under Larry Rendell at the University of Illinois.
-
- I have been thinking about doing a go program, but it seems
- to me that it would take up too much time. I already have
- a thesis topic, and it is not go. However, I might choose
- GO as a domain, but I don't think that I will write something
- that learns GO. To do so, you have to address a number of
- machine learning issues, and I may only address some of them
- in my learning system -- so there would be a large gap
- between what my system learns and what is needed to have
- a GO performance element.
-
- Larry Watanabe
- 154 Paddock Dr. E.
- Savoy IL 61874
- USA
- e-mail: watanabe@thucydides.cs.uiuc.edu
-
- ----------------------------------------
- >From: Herbert.Enderton@edu.cmu.cs.gp.a
- ----------------------------------------
-
- I'm a graduate student at Carnegie Mellon and am also trying to do
- a PhD thesis on computer go. Machine learning may or may not be central
- to my research depending on how successful the various methods I'm trying
- turn out to be.
- ... The working title [of my thesis] is "The Use of Lemmas in
- Computer Go", where a lemma is a chunk of cached knowledge obtained
- through tactical search.
-
- -- Bert Enderton
- School of Computer Science
- Carnegie Mellon
- Pittsburgh, PA 15213-3890
- U.S.A.
- (412) 268-7571
-
- ----------------------------------------
- >From: Richard Lorentz <LORENTZ@EARN.calstate>
- ----------------------------------------
- I am responding to your posting from rec.games.go. First of all, David B.
- Benson was my Ph.D advisor and can probably be reached at: benson@wsu.edu.
- Based on your request for references I assume you have the Hamann paper
- and are having trouble finding anything after that. I am in the same boat
- and would like to hear about any newer references you may have turned up.
- I am thinking of starting up a go project of sorts. I am just learning the
- game (about 15 kyu) and figure I may be in a unique position to watch how
- I learn and program those ideas into a go player. I haven't written any
- code yet, and, in fact, have no algorithms in mind yet.
-
- I just applied for a local grant to get support to work on a go program
- The success or failure of that proposal will probably determine how quickly
- I start on mine.
-
-
- ==================================================
-
- Barney Pell
- Computer Laboratory
- University of Cambridge
- phone: (0223) 334622
- e-mail: bdp@cl.cam.ac.uk
-
- ==================================================
-
-
-
-
- * Gerry Tesauro, who is at IBM Watson, created the winner of the
- Computer Games Olympiad Backgammon competition in 1989. This is the first
- time a learning program won over hand-crafted programs. A brief report is
- in Neural Computation vol 1 no. 3 (Fall 1989). The initial work
- was reported at NIPS 1 in 1988 and is in the proceedings
- (Neural Information Processing Systems vol 1, Touretzky, Ed., Morgan
- Kaufmann 1989)
- Other papers are
- Tesauro & Sejnowski, "A parallel network that learns to play
- backgammon", Artificial Intelligence 39, 357 (1989), and
- Tesauro, "Neural Network defeats creator in backgammon match"
- T.R. CCSR-88-6, U. of Illinois at Urbana-Champagne Center for Complex
- Research.
-
- * From: Dave Stoutamire <daves%curie.ces.cwru.edu@RELAY.CS.NET>
-
- "My thesis is on machine learning applied to go: it is not trivial,
- mainly for computatinal reasons. I ended up not using NNs for go
- because I didn't want to wait years for them to converge. Herbert
- Enderton at CMU (andrew.cmu.edu) has been doing some NNs for go for
- his PhD work."
-
- * From: Barney.Pell@computer-lab.cambridge.ac.uk
-
- "The following people (certainly the first) have done some work on NNs
- and GO:
-
- % Herbert.Enderton
- Herbert.Enderton@moriarty.theory.cs.cmu.edu
-
- %Howard Landman
- landman@sun.com
-
- I do work on Machine Learning and GO, but using logic and/or
- probability, not NNs."
-
- * From: landman@Eng.Sun.COM (Howard A. Landman)
-
- "...papers dealing with the computational complexity of GO
-
- Lichtenstein & Sipser, "Go is PSPACE-hard"
- (don't have the date or journal in front of me but they were posted to the
- net a couple of months ago)
-
- Yedwab, Laura, "On Playing Well In A Sum Of Games", MIT Masters thesis
- under Ron Rivest, available by sending email to (I think)
-
- publications@lcs.mit.edu"
-
- * From: heidi@ucthpx.uct.ac.za (Heidi de Wet)
-
- "...On a related topic, I saw a reference once to a ... Go program which
- reportedly played to 10 kyu (the Nemesis Go programs play to 20 and 15 kyu).
- The heart of the program was a so-called cellular automaton - a sort of
- one-layer NN with feedback. Each cell was one location on the board, and
- 'vacant' cells could take on one of 15 or so states. At each move, the net
- would cycle about 5 times before reaching a stable state, and picking its
- move.
-
- * unknown
-
- ...It comes from a collection of articles from the "Over the Horizon"
- column in the British weekly newspaper "Computing", by one Tony Durham. The
- book is entitled "Computing Horizons", by Tony Durham, published by Addison-
- Wesly, 1988. ISBN 0-201-18046-4."
-
-
- From: ddemers@UCSD.EDU (David E Demers)
- Newsgroups: comp.ai.neural-nets
- Organization: CSE Dept., UC San Diego
-
- I worked on this problem as a course project for a grad
- AI class. I am pretty much an expert with NNs, and a
- novice with GO. I used an approach similar to Tesauro's
- Neurogammon - trained a net to pick one position over
- another. Because of the network architecture, 19 x 19
- GO was infeasible, so I used 9 x 9. However, finding
- data for 9 x 9 GO was difficult. I used DRAGON, a GO
- program for the Macintosh, to get some data.
- The result was a crude position evaluation function.
- The game player then had higher level routines to find
- all possible legal moves, and presented each to the
- evaluation function, and chose the highest scoring move.
- It didn't play very well at all, but DID actually play
- legal GO.
-
- I have corresponded with a few other people working on
- this, but know of no published research. You might
- post to rec.games.go. There is a newsletter or some
- other communication for Computer GO enthusiasts, but
- I don't recall the e-mail or surface address. There may
- in fact be a magazine...
-
- Good luck,
-
-
- --
- Dave DeMers demers@cs.ucsd.edu
- Computer Science & Engineering C-014 demers%cs@ucsd.bitnet
- UC San Diego ...!ucsd!cs!demers
- La Jolla, CA 92093-0114 (619) 534-8187,-0688 ddemers@UCSD
-
- ===========
-
- From: Chris Chisolm <chisolm@hydra.unm.edu>
- Newsgroups: comp.ai.neural-nets
- Organization: University of New Mexico, Albuquerque
-
- I have also been interested in the aplication of neural nets to go.
- I have so far been just rying to teach myself about neural nets. I
- would like it if you would mail me the responses you get.
-
- BTW Howard Landman might be a good person to contact for this. I have
- not yet because I do not even know the right questions to ask yet. His
- address is landman@sun.com I believe.
-
- good luck.
-
-
- chris
-
-
- =============
-
- From: Chris Chisolm <chisolm@hydra.unm.edu>
-
- That message reminds me of a few things you might be interested in.
-
- David Erbach publishes a computer go magazine. I have not seen
- anything in it yet on neural nets though.
-
- there are two sites where you can find go information.
-
- ftp scam.berkeley.edu in /src/local I think
- blake.u.washington.edu who knows where.
-
- if you can't find david erbachs address there talk to
- wjh+@andrew.cmu.edu he is the American GO Assc. net contact
-
-
- chris
-
- ============
-
- From: ddemers@UCSD.EDU (David Demers)
-
- Gerry Tesauro, who is at IBM Watson, created the winner of the
- Computer Games Olympiad Backgammon competition in 1989. This is the first
- time a learning program won over hand-crafted programs. A brief report is
- in Neural Computation vol 1 no. 3 (Fall 1989). The initial work
- was reported at NIPS 1 in 1988 and is in the proceedings
- (Neural Information Processing Systems vol 1, Touretzky, Ed., Morgan
- Kaufmann 1989)
- Other papers are
- Tesauro & Sejnowski, "A parallel network that learns to play
- backgammon", Artificial Intelligence 39, 357 (1989), and
- Tesauro, "Neural Network defeats creator in backgammon match"
- T.R. CCSR-88-6, U. of Illinois at Urbana-Champagne Center for Complex
- Research.
-
- Note that one major problem with GO is that there is a large
- symmetry group, and no known canonical representation to choose
- among the members of the equivalence classes. NNs are notoriously
- poor at handling symmetries. My solution was to train on all members
- of the equivalence class, which inflates the number of training
- patterns by a factor of 16 with no true additional information.
- I'm sure a better solution is possible. Backgammon is much easier
- since it is linear and all positions are unique. Chess has only
- a right/left symmetry, but it is rare for the king and queen to
- end up switched, so for all practical purposes again has unique positions.
-
- There is someone at SUN Microsystems with a huge database of games
- available, in the form of C structs. He will probably give it away
- for free. I didn't think they would be useful, since my approach
- required annotations of some sort - that is, some expert decision
- that a particular move was superior to another. I STRONGLY suggest
- that 19 x 19 GO not be attempted as a first project. Tic-tac-toe
- (naughts & crosses) might be a good initial project, since it has
- the same symmetries as GO but all games can be exhaustively
- enumerated in a small space. If you can learn this game with
- say a 9-4-9 network (to keep the number of parameters at least
- on the order of the number of training patterns), the next step
- might be 9 x 9 GO.
-
-
- dave
-
- ==========
-
- From: heidi@ucthpx.uct.ac.za (Heidi de Wet)
- Newsgroups: comp.ai.neural-nets
-
- Hi,
-
- I'm afraid there's no help from here. However, as a) a keen Go player,
- and b) someone who's going to do an MSc in neural nets sometime soon,
- I'd _LOVE_ you to pass on any information you get. I've actually been
- wondering if I could get a thesis out of application of NN to Go...
-
- On a related topic, I saw a reference once to a chap in England who
- built a Go program which reportedly played to 10 kyu (the Nemesis
- Go programs play to 20 and 15 kyu). The heart of the program was
- a so-called cellular automaton - a sort of one-layer NN with feedback.
- Each cell was one location on the board, and 'vacant' cells could take
- on one of 15 or so states. At each move, the net would cycle about 5
- times before reaching a stable state, and picking its move. The chap
- who wrote it said he doesn't actually understand its rule base - he set
- it up initially and then tinkered with it until he couldn't improve it
- any more.
-
- If you like, I'll track down the reference.
-
- Good luck!
-
- Heidi de Wet
- University of Cape Town, South Africa
- heidi@ucthpx.uct.ac.za or ..!ddsw1!proxima!ucteeu!heidi
-
- ==========
-
- From: Barney.Pell@computer-lab.cambridge.ac.uk
-
- The following people (certainly the first) have done some work on NNs
- and GO:
-
- % Herbert.Enderton
- Herbert.Enderton@moriarty.theory.cs.cmu.edu
-
-
- %Howard Landman
- landman@sun.com
-
-
- I do work on Machine Learning and GO, but using logic and/or
- probability, not NNs.
-
- If your interested, I'd be happy to send a paper to you.
-
-
- Also you should read the newsgroup rec.games.go
-
- -- Barney
-
- ==========
-
- From: "Bruce Reeler: Breeler%uctvax%quagga@uunet.uu.net"
- <BREELER@Uctvax.UCT.AC.ZA>
-
- Hi Guszti
-
- I saw your posting on the Net re Go and NNs. We have a Go boffin here at UCT,
- and he recommends "Go for beginners" by Kauro (sp.?) Iwamoto. This is THE book
- on Go. I have played a bit, and it seems a good candidate for a NN. More so
- than chess, because the patterns in Go are more static, in the sense that when
- a stone is laid down in Go, it doesn't move. (Except capture, of course).
- Hope things go well!
-
- Where are you, by the way?
-
- Cheers
- Bruce Reeler
-
- =========
-
- From: landman@Eng.Sun.COM (Howard A. Landman)
-
- In article <1991Feb26.195333.3972@comp.vuw.ac.nz> you write:
- >I'd appreciate if you could help me find out what the difficulties are,
-
- That's easy to explain. Go is PSPACE-hard. In fact, there's purported
- to be a recent unpublished proof that Go is EXPTIME-complete. That
- makes it a couple of quantum jumps more difficult than merely NP-complete
- problems like traveling salesman.
-
- >and how programs try to address them.
-
- Most use one sort of stupid heuristic or another. Go ahead and try to
- devise one; you might get lucky and find one that works better than
- anyone else's.
-
- --
- Howard A. Landman
- landman@eng.sun.com -or- sun!landman
-
- =========
-
- From: Alexandre Wallyn <wallyn@capsogeti.fr>
-
- I tried to post the same question about NNs and chess 3 weeks ago, but I have
- a lot of difficulties to post news.
-
- We told about such a project here at Cap Gemini Innovation. We have 2 good
- Go players, and I am specialised in neural networks, (and also internationnally
- rated in Chess).
-
- Our project was to try to learn first with a mini-Go and then try to extend it.
- I believe it has not been already done. I wrote a proposition of such a project
- (Go or Chess, and Neural Networks), and I can send you, but it is in French.
-
- Anyway, I am interested to keep contact with you. If it is possible, we can
- even set up a collaboration (official between our organisations). But anyway,
- if your project is unformal, I would be interested to know it and may be
- exchange ideas.
-
- Alexandre WALLYN
- CAP GEMINI INNOVATION
- 118, rue de Tocqueville
- 75017 PARIS
- wallyn@crp.capsogeti.fr
-
- ==========
-
- From: landman@Eng.Sun.COM (Howard A. Landman)
-
- >papers dealing with the computational complexity of GO
-
- Lichtenstein & Sipser, "Go is PSPACE-hard"
- (don't have the date or journal in front of me but they were posted to the
- net a couple of months ago)
-
- Yedwab, Laura, "On Playing Well In A Sum Of Games", MIT Masters thesis
- under Ron Rivest, available by sending email to (I think)
-
- publications@lcs.mit.edu
-
- The EXPTIME-complete result is somewhat startling, and I haven't seen the proof
- yet, but it apparently relies on complicated multiple ko situations.
-
- >I'd rather have the computer work them out
-
- Well, no one's really tried Genetic Algorithms yet, so you might have something
- there. The difficulty for me is that each test takes a couple of hours of
- human intervention, since I test my algorithms against other people's Go
- programs, and you have to play all the way through the endgame to weed out
- bad bugs there (filling in own eyes, etc.). If EVERYONE followed a common
- protocol, things might be easier. But with programs running on different
- hardware (IBM-PC, Mac, Sun, H-P, Amiga), it gets a little hairy establishing
- ANY kind of communication.
-
- Howard
-
- ==========
-
- From: xpoint!landman@uunet.UU.NET (Howard Landman)
- To: uunet!cleveland.Freenet.Edu!as666@uunet.UU.NET
- Subject: Re: Poka
- Date: Tue, 07 Jan
-
-
- >Do you use a neural network for Poka's move choices?
-
- No. It's closer to a cellular automaton in spirit, but augmented by a few
- "global" operations like counting up 1 cells, finding the first one, etc.
-
- Howard
-
- P.S. However, I have done some NN work for Go. It just hasn't been good
- enough to include in a competitive program yet.
-
-