Abstract
Go gaming automation is AI relevant because during a match the search space is enormous and the game tree size is around10360, versus the 10123 for Chess. Thus, finding out methods providing efficient solutions to, is truly relevant. The Monte-Carlo-based approaches have leading Go gaming automation but efficiency is distant: to strengthen on efficiency, a hybrid automated Go player Neural-Networks-based for learning and recognition on tactics/strategic patterns, in average, during the first 2/3 parts of a match is introduced; by the remaining match’s part it uses RAVE Monte-Carlo Tree Search (MCTS). Results on the precision of pattern recognition and a comparison against competitive automated Go players are presented.
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Yee, A., Alvarado, M. (2012). Pattern Recognition and Monte-CarloTree Search for Go Gaming Better Automation. In: Pavón, J., Duque-Méndez, N.D., Fuentes-Fernández, R. (eds) Advances in Artificial Intelligence – IBERAMIA 2012. IBERAMIA 2012. Lecture Notes in Computer Science(), vol 7637. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-34654-5_2
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DOI: https://doi.org/10.1007/978-3-642-34654-5_2
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