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Determining Player Skill in the Game of Go with Deep Neural Networks

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Theory and Practice of Natural Computing (TPNC 2016)

Part of the book series: Lecture Notes in Computer Science ((LNTCS,volume 10071))

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Abstract

The game of Go has recently been an exuberant topic for AI research, mainly due to advances in Go playing software. Here, we present an application of deep neural networks aiming to improve the experience of humans playing the game of Go online. We have trained a deep convolutional network on 188,700 Go game records to classify players into three categories based on their skill. The method has a very good accuracy of 71.5 % when classifying the skill from a single position, and 77.9 % when aggregating predictions from one game. The performance and low amount of information needed allow for a much faster convergence to true rank on online Go servers, improving user experience for new-coming players. The method will be experimentally deployed on the Online Go Server (OGS).

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Acknowledgments

Authors would like to thank Martin Pilát for valuable discussions. This research has been partially supported by the Czech Science Foundation project no. P103-15-19877S. J. Moudřík has been supported by the Charles University Grant Agency project no. 364015 and by SVV project no. 260 333.

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Correspondence to Josef Moudřík .

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Moudřík, J., Neruda, R. (2016). Determining Player Skill in the Game of Go with Deep Neural Networks. In: Martín-Vide, C., Mizuki, T., Vega-Rodríguez, M. (eds) Theory and Practice of Natural Computing. TPNC 2016. Lecture Notes in Computer Science(), vol 10071. Springer, Cham. https://doi.org/10.1007/978-3-319-49001-4_15

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  • DOI: https://doi.org/10.1007/978-3-319-49001-4_15

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