Skip to main content

Computer-Aided Go: Chess as a Role Model

  • Conference paper
  • First Online:
Computers and Games (CG 2016)

Part of the book series: Lecture Notes in Computer Science ((LNTCS,volume 10068))

Included in the following conference series:

  • 1017 Accesses

Abstract

Recently computers have gained strength in the Asian board game Go. The Chess community experienced some 15 to 30 years ago that teams with humans and computers may be much stronger than each of their components. This paper claims that time is ripe for computer-aided Go on a large scale, although neither most users nor the Go programmers have realized it. A central part of the paper describes successful pioneers in Go play with computer help. Progress in computer-aided Go may also lead to progress in human Go and in computer Go itself.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
EUR 32.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or Ebook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. Althöfer, I., Donninger, C., Lorenz, U., Rottmann, V.: On timing, permanent brain and human intervention. In: Van den Herik, H., Herschberg, I.S., Uiterwijk, J., (ed.) Advances in Computer Chess 7, pp. 285–296. University of Limburg Press (1994)

    Google Scholar 

  2. Althöfer, I., Kaitschick, S., Marz, M.: Computer-aided go on high-dan level. In: IGGSC Proceedings, Charles University, Prague (2015)

    Google Scholar 

  3. Althöfer, I., de Koning, J., Lieberum, J., Meyer-Kahlen, S., Rolle, T., Sameith, J.: Five visualisations of the k-best mode. ICGA J. 26, 182–189 (2003)

    Google Scholar 

  4. Althöfer, I.: 13 Jahre 3-Hirn: Meine Schach-Experimente mit Mensch-Maschinen-Kombinationen. 3-Hirn-Verlag (1998)

    Google Scholar 

  5. Althöfer, I.: Improved game play by multiple computer hints. Theor. Comput. Sci. 313(3), 315–324 (2004)

    Article  MathSciNet  MATH  Google Scholar 

  6. Althöfer, I., Snatzke, R.G.: Playing games with multiple choice systems. In: Schaeffer, J., Müller, M., Björnsson, Y. (eds.) CG 2002. LNCS, vol. 2883, pp. 142–153. Springer, Heidelberg (2003). doi:10.1007/978-3-540-40031-8_10

    Chapter  Google Scholar 

  7. Cook, D.: A human-computer team experiment for 9x9 go. In: Herik, H.J., Iida, H., Plaat, A. (eds.) CG 2010. LNCS, vol. 6515, pp. 145–155. Springer, Heidelberg (2011). doi:10.1007/978-3-642-17928-0_14

    Chapter  Google Scholar 

  8. Metz, H., Wüllenweber, M.: Interview on the history and current role of the chessbase company in the chess world. Schach-Magazin 64, January 2016

    Google Scholar 

  9. Redecker, T.: The Most Difficult Problem Ever: Igo Hatsuyoron 120. Brett und Stein Verlag, Frankfurt am Main (2011). http://www.brett-und-stein.de/08-Impressum.php

  10. Silver, D., Huang, A., Maddison, C., Guez, A., Sifre, L., van den Driessche, G., Schrittwieser, J., Antonoglou, I., Panneershelvam, V., Lanctot, M., Dieleman, S., Grewe, D., Nham, J., Kalchbrenner, N., Sutskever, I., Lillicrap, T., Leach, M., Kavukcuoglu, K., Graepel, T., Hassabis, D.: Mastering the game of Go with deep neural networks and tree search. Nature 529(7587), 484–489 (2016)

    Article  Google Scholar 

Download references

Acknowledgements

Gerhard Knop was so kind to tell the author about his playing style on LittleGolem. Thanks to Manja Marz for her participation in the “Crazy Manja” experiments. Student Toni Strobel at Jena University helped by analysing “crazy analysis” histograms with respect to representation as the sum of overlapping normal distributions. Thanks to the editorial board and anonymous referees for their constructive criticism. Raphael Thiele was a disciplined proof reader and also helped with the LaTeX formatting.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Ingo Althöfer .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2016 Springer International Publishing AG

About this paper

Cite this paper

Althöfer, I. (2016). Computer-Aided Go: Chess as a Role Model. In: Plaat, A., Kosters, W., van den Herik, J. (eds) Computers and Games. CG 2016. Lecture Notes in Computer Science(), vol 10068. Springer, Cham. https://doi.org/10.1007/978-3-319-50935-8_14

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-50935-8_14

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-50934-1

  • Online ISBN: 978-3-319-50935-8

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics