Acta Metallurgica Sinica(English letters) ›› 2007, Vol. 14 ›› Issue (1): 100-105.doi: 1005-8885 (2007) 01-0100-06

• Artificial Intelligence • 上一篇    下一篇

Automatic pattern acquisition from game records in GO

LIU Zhi-qing, DOU Qing   

  1. School of Software Engineering, Beijing University of Posts and Telecommunications, Beijing 100876, China
  • 收稿日期:2006-09-04 修回日期:1900-01-01 出版日期:2007-03-30
  • 通讯作者: LIU Zhi-qing

Automatic pattern acquisition from game records in GO

LIU Zhi-qing, DOU Qing   

  1. School of Software Engineering, Beijing University of Posts and Telecommunications, Beijing 100876, China
  • Received:2006-09-04 Revised:1900-01-01 Online:2007-03-30
  • Contact: LIU Zhi-qing

摘要:

Computer programs of GO are typically constructed using a knowledge-based approach with heuristics and pattern matching because of enormous complexities of the game. In this approach, quantity, quality, and consistency of patterns used in computer programs of GO to a large extent determine the strengths of the programs. This study presents an effective method to acquire automatically comprehensive GO patterns from large collections of game records. Statistical usages of the patterns ensure consistency and quality of the patterns, which in turn can help improve the strengths of computer GO programs. Additionally, statistical usages of patterns from different sources of game records clearly show subtle and significant discrepancies among various types of GO players, and clarify certain myths in the playing of GO.

关键词:

computer;games,;automatic;knowledge;acquisition,;spatial;patterns;recognition

Abstract:

Computer programs of GO are typically constructed using a knowledge-based approach with heuristics and pattern matching because of enormous complexities of the game. In this approach, quantity, quality, and consistency of patterns used in computer programs of GO to a large extent determine the strengths of the programs. This study presents an effective method to acquire automatically comprehensive GO patterns from large collections of game records. Statistical usages of the patterns ensure consistency and quality of the patterns, which in turn can help improve the strengths of computer GO programs. Additionally, statistical usages of patterns from different sources of game records clearly show subtle and significant discrepancies among various types of GO players, and clarify certain myths in the playing of GO.

Key words:

computer games;automatic knowledge acquisition;spatial patterns recognition

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