Summary
The oriental game of Go is among the most tantalizing unconquered challenges in artificial intelligence after IBM's DEEP BLUE beat the world Chess champion in 1997. Its high branching factor prevents the conventional tree search approach, and long-range spatiotemporal interactions make position evaluation extremely difficult. Thus, Go attracts researchers from diverse fields who are attempting to understand how computers can represent human playing and win the game against humans. Numerous publications already exist on this topic with different motivations and a variety of application contexts. This chapter surveys methods and some related works used in computer Go published from 1970 until now, and offers a basic overview for future study. We also present our attempts and simulation results in building a non-knowledge game engine, using a novel hybrid evolutionary computation algorithm, for the Capture Go game.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
References
Allis LV, Van den Herik HJ, Herschberg IS (1991) “Which games will sur-vive?” In D. N. L. Levy andD. F. Beal, editors, Heuristic Programming in Artificial Intelligence 2-The Second Computer Olympiad, pp. 232-243, Ellis Horwood.
Berlekamp E, Conway J, Guy R (1982) Winning Ways, Academic Press, New York.
Berlekamp E, Wolfe D (1994) Mathematical Go: Chilling Gets the Last Point. A. K. Peters., MA, USA
Cai X, Wunsch II DC (2004) “Evolutionary computation in playing Cap-tureGo game,” Proc. of ICCNS’04, Boston.
Cai X, Zhang N, Venayagamoorthy GK, Wunsch II DC (2005) “Time series prediction with recurrent neural networks using hybrid PSO-EA algorithm,” Neurocomputing, (Accepted).
Chellapilla K, Fogel D (1999) “Evolution, neural networks, games, and intelligence,” Proceedings of the IEEE, vol. 87, no. 9, pp. 1471-1496, September.
Chellapilla K, Fogel D (1999) “Evolving neural networks to play Checkers without relying on expert knowledge,” IEEE Trans. on Neural Networks, vol. 10, no. 6, pp. 1382-1391, November.
Chellapilla K, Fogel D (2001) “Evolving an expert Checkers playing pro-grams without using human expertise,” IEEE Trans. on Evolutionary Computation, vol. 5, no. 4, pp. 422-428, August.
Chen K, Chen Z (1999) “Static analysis of life and death in the game of Go,” Information Science, Vol. 121, pp. 113-134.
Chen X, Zhang D, Zhang X, Li Z, Meng X, He S, Hu X (2003) “A func-tional MRI study of high-level cognition II. The game of GO,” Cognitive Brain Research, 16(1): 32-37.
Chen Z (1995) “Programming technics in Handtalk,” http://www.wulu.com/ht-techn.htm.
Convey J (1976) On Numbers and Games, Academic Press, London/NewYork.
Enderton HD (1991) “The Golem Go program,” Tech. Rep. CMU-CS-92-101, Carnegie Mellon University.
Enzenberger M (1996) “The integration of a priori knowledge into a Go playing neural network”.Available: http://www.markus-enzenberger.de/neurogo.ps.gz
Fogel D (2002) Blondie24: Playing at the Edge of AI. SF, CA: Morgan Kaufmann.
Fogel D, Hays TJ, Hahn SL and Quon J (2004) “A self-learning evolution-ary Chess program,” Proc. of the IEEE, vol. 92, no. 12, pp. 1947-1954, December.
Fotland D (1999) The 1999 FOST (Fusion of Science and Technology) cup world open computer championship, Tokyo. Available: http://www. britgo.org/results/computer/fost99htm
Fürnkranz J (2001) Machine learning in games: A survey. J. Fürnkranz & M. Kubat (eds.): Machines that Learn to Play Games, Nova Scientific Publishers, Chapter 2, pp. 11-59, Huntington, NY.
Goerlitz S http://www.schachverein-goerlitz.de/Foren/Fun/Go/go.htm
Gomez F, Miikkulainen R (1997) “Incremental evolution of complex gen-eral behavior,” Adaptive Behavior, vol. 5, pp. 317-342.
Hsu F (2002), Behind Deep Blue. Princeton, NJ: Princeton Univ. Press.
Kennedy J,. Eberhart R (1995) “Particle Swarm Optimization,” IEEE International Conference on Neural Networks, vol. 4, pp. 1942-1948, Nov. 27-Dec. 1, Perth, Australia.
Kennedy J,. Eberhart R, Shi Y (2001) Swarm Intelligence. San Meteo, CA: Morgan Kaufmann.
Konidaris G, Shell D, Oren N (2002) “Evolving neural networks for the capture game,” Proc. of the SAICSIT postgraduate symposium, Port Elizabeth, South Africa. Available from: http://www-robotics.usc.edu/∼dshell/res/evneurocapt.pdf
Moriarty DE, Miikkulainen R (1994) “Evolving neural networks to focus minimax search,” Proc. of National Conference on Artificial Intelligence (AAAI-94), pp. 1371-1377.
Muller M (1999) “Decomposition search: A combinatorial games ap-proach to game tree search, with applications to solving Go endgames,” Proc. of IJCAI, vol. 1, pp. 578-583.
Muller M (2002) “Position evaluation in computer Go,” ICGA Journal, Vol. 25, No. 4, pp. 219-228.
Muller M (2003) “Conditional combinatorial games and their application to analyzing capturing race in Go,” Information Science, Vol. 154, pp. 189-202.
Newman B (1988) “Wally, a simple minded Go-program,” ftp://imageek.york.cuny.edu/nngs/Go/comp/.
Pollack JB, Blair AD (1998) “Co-evolution in the successful learning of Backgammon strategy,” Machine Learning, Vol. 32, pp. 226-240.
Pratola M, Wolfe T (2003) “Optimizing GoTools’ search heuristics using genetic algorithms,” ICGA Journal, vol. 26, no. 1, pp. 28-48.
Prokhorov D and Wunsch II DC (1997) “Adaptive critic designs,” IEEE Trans. on Neural Networks, vol. 8, no. 5, pp. 997-1007, September.
Reiss M (1995) e-mail sent in January 1995 to the computer Go mailing list, http://www.cs.uoregon.edu/∼richard/computer-go/.
Reitman W, Kerwin J, Nado R, Reitman J, Wilcox B (1974) “Goals and plans in a program for playing Go,” Proc. of the 29th National Conference of the ACM, pp. 123-127.
Reitman W, Wilcox B (1975) “Perception and representation of spatial relations in a program for playing Go,” Proc. of the 30th National Conference of the ACM, pp. 37-41.
Reitman W, Wilcox B (1978) “Pattern recognition and pattern-directed inference in a program for playing Go,” In D. Waterman and F. HayesRoth, editors, Pattern Directed Inference Systems, pp. 503-523, Academic Press, New York.
Ryder J (1971) “Heuristic analysis of large tree as generated in the game of Go,” PhD thesis, Department of Computer Science, Stanford Univer-sity.
Richards N, Moriarty D, McQuesten P, Miikkulainen R (1998) “Evolving neural networks to play Go,” Applied Intelligence, vol. 8, pp. 85-96.
Schraudolph N, Dayan P, Sejnowski T (1994) “Temporal difference learn-ing of position evaluation in the game of Go,” Advances in Neural Information Processing, vol. 6, pp. 817-824.
Schraudolph N, Dayan P, Sejnowski T (2000) “Learning to evaluate Go position via temporal difference methods,” In L. Jain and N. Baba Eds, Soft Computing Techniques in Game Playing, Springer Verlag, Berlin.
Schwefel (1995) Evolution and Optimum Seeking. Wiley, NY.
Shannon CE (1950) “Automatic Chess player,” Scientific American 182, No. 48.
Smith A (1956) The Game of Go, Charles Tuttle Co., Tokyo, Japan.
Sutton R (1988) “Learning to predict by the method of temporal differ-ences,” Machine Learning, No. 3, pp. 9-44.
Tesauro G (1992)“Practical issue in temporal difference learn-ing,”Machine Learning, No. 8, pp. 257-278.
Wilcox B (1985) “Reflections on building two Go programs,” ACM SIGART Newsletter, pp. 29-43.
Zaman R, Prokhorov DV, Wunsch II DC (1997) “Adaptive critic design in learning to play the game of Go,” Proc. of the International Joint Conference on Neural Networks, vol. 1, pp. 1-4, Houston.
Zaman R, Wunsch II DC (1999) “TD methods applied to mixture of ex-perts for learning 9x9 Go evaluation function,” Proc. of the International Joint Conference on Neural Networks, vol. 6, pp. 3734-3739
Zobrist A (1970) “Feature extractions and representation for pattern recognition and the game of Go,” PhD thesis, Graduate School of the University of Wisconsin.
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2007 Springer-Verlag Berlin Heidelberg
About this chapter
Cite this chapter
Cai, X., Wunsch, D.C. (2007). Computer Go: A Grand Challenge to AI. In: Duch, W., Mańdziuk, J. (eds) Challenges for Computational Intelligence. Studies in Computational Intelligence, vol 63. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-71984-7_16
Download citation
DOI: https://doi.org/10.1007/978-3-540-71984-7_16
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-540-71983-0
Online ISBN: 978-3-540-71984-7
eBook Packages: EngineeringEngineering (R0)