|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
ParticipantsWe are pleased to announce that the following participants have expressed their intent to compete for the 21st Century Championship Cup 2002.
M: Y means plans to provide own machine AyaI wrote "Aya" to prove that the massive search that is successful in Computer Chess could also be effective in Computer Go. But my attempt was a failure. I had to rewrite my program again and again to use its time for evaluation rather than searching. Aya has a Eye-Shape Library that is introduced by Dave Dyer. So Aya can
understand eye shape life-and-death perfectly up to size 7. But this did
not work well because most eye shapes had unclear boundaries. So Aya uses
this library with certain eye shape modifications. For example, if the
point next to a point of my territory is not my territory then that point
is not counted as eye space. GNU GoAt each move GNU Go does preliminary analysis to determine the status of each group on the board. This involves reading to determine life and death, with terminal nodes evaluated using an eye database. This type of analysis is expensive so a persistent caching scheme keeps these results when possible if the next move is in a different part of the board. Once this is done, a pattern matcher is consulted to generate candidate moves and move reasons. Finally, values are assigned to each move reason. An influence function is used to estimate the effect of each move on territory and moyo, and on the safety of weak groups. GNU Go is Free Software and the source code is available Go4++Go4++ selects between about 20 and 40 candidate moves based on a variety of simple patterns. The game score is then calculated for each candidate move. Games scores for a small number of simple forcing moves are modified in the light of an extra 2ply search. Move scores may also be modified according to a library of 9000 hand-crafted patterns and by 300,000 patterns that were automatically extracted from professional games. The move which achieves the highest game score is then selected. See also the Go4++ FAQ. Go IntellectGo Intellect uses global selective search to make move decision. It has
about 20 goal oriented move generators, each generates 0 or more moves
with associated move values. A linear combination of each move's move-values GoloisGolois uses search to evaluate capture, connections and life and death
at the tactical level. At the global level, it uses groups and influence
to evaluate a position. Golois estimates the temperature of selected tactical
moves making the difference between the global evaluation of GREAT5GREAT5 is a revised versio of "Dai-Honinbo". In the 1990s Dai-Honinbo participated in tournaments in Beijing, Singapore, Chandou, and Tokyo, but with only mediocre results. The basic architecture, though, was distinguished by its speed, and was presented at a seminar at Singapore University at the time of the Singpaore tournament. The seven years since 1995 have been spent revising the program, during which it has not participated in any tournaments. Last year the program was renamed GREAT and a book on the program, "Computer Go GREAT", was published. GREAT is distinguished by its score estimation logic, whose accuracy is vouched for by its use in the KGS go server. In 1996, I translated the Japanese version of Berlekamp's Mathematical Go, so it's not surprising that GREAT also incorporates a mathematical yose module. IndigoIndigo's development was started in 1991 during a thesis about cognitive modeling and Go. Its author is Bruno Bouzy. Since 1995, it has been participating in the Computer Go ladder regularly. It also attended some international competitions: the 1998 Ing Cup in London (10th/17), the 1999 Ing Cup in Shanghai (13th/16) and the 2000 Mind Sports Olympiads in London (5th/6). Although assessing the level of a go program is hard, we think Indigo's rank is about 15th kyu. It is written in C++. It uses mathematical morphology to model territory and influence. Its move decision process mainly uses a pattern matching module with about 300 patterns suggesting moves with different priorities, a quick evaluation function, which is by far the most complex part of the program, a fast tactical module to read ladders, a very-low-depth-very-selective local quiescence search to verify urgent moves generated by the pattern matching module, and a very selective depth-one global search. It implements the SGMP protocol and the SGF format. KatsunariKatsunari evaluates each candidate moves from three viewpoints: optimistic,
pessimistic and neutral. Katsunari then combines these evaluations to
select the best candidate move. For example, if the pessimistic evaluation
of a move is higher than its optimistic valuation, the move is very important.
Through this approach, Katsunari avoids serious mistakes and useless moves. NeuroGoNeuroGo is a Go program using a heavy-weight neural network with a sophisticated network architecture for doing a global evaluation of the Go position. The version of NeuroGo entered at the tournament is similar to the one participating in the Computer Go Ladder and described in the article available from there. The key feature of the network architecture is a dynamic connectivity using a generalized concept of receptive fields where the receptive fields fit around blocks of stones on the Go board. It uses about 20 boolean valued input features for each point on the board and consists of more than 100000 weight parameters. The network is trained by self-play with the temporal differences algorithm. The current version runs on Linux. It implements the Go Text Protocol developed by the GnuGo team for interfacing it to a graphical user interface. SmartGoSmartGo is based on full-board selective search, typically looking 5 plies ahead during opening and endgame and 3 plies during the midgame. Moves are suggested by about 50 move generators ranging from simple pattern
matchers to sophisticated local tactics. The evaluation function uses
patterns, local tactics, and an influence function to estimate territory
as well as potential territory. For more details see The Many Faces of GoThe Many Faces of Go is a knowledge-intensive go program, with all knowledge entered or coded by the programmer. It uses very highly pruned searches to evaluate string tactics, tight connections, and eye diagonals. C coded or pattern based decision trees evaluate eyes and loose connections. A novel best first search algorithm does general life and death searching. On the full board, move sequences are suggested by a large pattern database, joseki library, and a set of about 200 C-coded rules. Several suggested sequences are evaluated, with a full board quiescence search, and the best is selected. The move generators and evaluation function focus on attack, defense, and tactics, more than territory balance. |
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||