Computer Go Scholarly Papers & Bibliographies
Bibliographies
Papers
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"Best Play for Imperfect Players
and Game Tree Search", by
Eric B. Baum and Warren D. Smith, 1995.
Standard alpha-beta searches assume that the evaluation function is correct.
This paper takes a Bayesian approach to the values it generates.
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"A New
Computational Approach to the Game of Go", by
J. Churchill, R. Cant and D. Al-Dabass, 2001.
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Approaching Go as an abstract graph problem goes back a long way, to
K. J. Friedenbach's PhD thesis, "Abstraction Hierarchies: A Model
of Perception and Cognition in the Game of Go", University of
California, Santa Cruz, 1980.
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Tim Klinger's thesis, titled "Adversarial Reasoning: A Logical Approach
for Computer Go", available for download from his
homepage
(under Research Interests). Tim notes that "This is mostly about
work that I did with David Mechner on a knowledge-based life and death
problem solver. It uses a logical theory of life and death (expressed
in a modal logic) coupled with pattern knowledge about "reasonable"
moves to solve uncircumscribed, beginner life and death problems (from
Kano I and II). There's also some discussion of the logic itself and
a formalization of some basic go concepts and rules."
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"Analyzing Capturing Races and Seki Situations in the Game of GO by Semeai
Graphs", by Katsuhiko Nakamura, Tokyo Denki University, Saitama, Japan,
given at ACC '99 9th Conference Advances in Computer Chess, to be published in
"Advances in Computer Chess 9".
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"Applying
Adversarial Planning Techniques to Go", Willmott, S., Richardson,
J. D. C., Bundy, A., Levine, J. M., Journal of Theoretical Computer
Science, 252 (1-2) (2001) pp. 45-82.
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B* Probability Based Search is an alternative to minimax searching
with possible application to computer go; it is described in a paper
by Hans J. Berliner and Chris McConnell, Artificial Intelligence 86(1):
97-156 (1996)).
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Benson's seminal
paper describing his life and death algorithm.
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Thomas Thomsen.
Lambda-search in game trees
with application to Go, Computers and Games 2000, LNCS (Springer).
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Thore Graepel, Mike Goutrie, Marco Krüger, and Ralf Herbrich.
Learning
on Graphs in the Game of Go, submitted to ICANN 2001.
- Not an academic paper, but a eye-catching poster that is an effective
introduction to the concepts of Computer Go:
"Machine
Learning Applied to the Game of Go", by Cook, H., Venghaus, A., &
Drake, P. (2003). Twelfth Regional Conference on Undergraduate Research,
Murdock College Research Program.
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"Modelling
Uncertainty in the Game of Go", by
David Stern, Thore Graepel and David MacKay.
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Temporal difference
learning for game players. The original work
was by Gerald Tesauro to train a backgammon player.
Others thought it might be a nice technique to apply to other games,
such as checkers or GO. Chellapilla and Fogel trained checkers players
using techniques similar to those used by Tesauro for his backgammon
player. See here;
(Look for Chellapilla and Fogel, "Co-evolving checkers playing programs
using only win, lose or draw", from SPIE 1999.
There has also been some work done on applying similar techniques
to GO players, such as Nici Schraudolphs work on applying temporal
difference learning neural networks to GO, found
here.
Another reference is the work from J. Baxter et al. applied to the
game of chess. Check out "TDLeaf(Lambda): Combining temporal difference
learning with game-tree search", available
here.
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"Using
Hard And Soft Artificial Intelligence Algorithms To Simulate Human Go Playing
Techniques", by
R. Cant, J. Churchill and D. Al-Dabass,
Int. J. of Simulation, Vol. 2, No.1, June 2001, pp 31-49.
Collections of Papers
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Computer Go "An international
bulletin devoted to the generation and exchange of ideas about
Computer Go", edited by David Erbach. Quarterly, from 1986-1991.
A complete set of 16 back issues, in pdf format.
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On the ICGA web site:
- Chen, K.-H. (2000).
Some Practical Techniques for Global Search in Go.
Vol. 23, No. 2, pp. 67-74.
- Thomsen, T. (2000).
Lambda-Search in Game Trees with Application to Go.
Vol. 23, No. 4, pp. 203-217.
- Chen, K.-H. (2001).
Computer Go: Knowledge, Search, and Move Decision.
Vol. 24, No. 4, pp. 203-215.
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The MSRI
website contains Bill Spight,
Analysis
of the 4/21/98 Jiang-Rui endgame, and Bill Fraser,
Analysis
Tools: "Brute-Force" and "Winsolve".
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