Computer Go programs with only a 4-stone handicap have recently defeated professional humans. Now that the strength of Go programs is sufficiently close to that of humans, a new target in artificial intelligence is to develop programs able to provide commentary on Go games. A fundamental difficulty in this development is to learn the terminology of Go, which is often not well defined. An example is the problem of naming shapes such as Atari, Attachment or Hane. In this research, our goal is to allow a program to label relevant moves with an associated shape name. We use machine learning to deduce these names based on local patterns of stones. First, strong amateur players recorded for each game move the associated shape name, using a pre-se...
Project (M.S., Computer Science) -- California State University, Sacramento, 2013.Games are an inter...
We present an experimental methodology and results for a machine learning approach to learning openi...
In this paper, we present an experimental methodology and results for a machine learning approach to...
The oriental game of Go is increasingly recognized as the "grand challenge" of Artificial Intelligen...
The game of go is an ideal problem domain for exploring machine learning: it is easy to define and t...
This article investigates the application of machine-learning techniques for the task of scoring fin...
This article investigates the application of machine-learning techniques for the task of scoring fin...
Gogol is a rule-based computer Go program. It uses a lot of reliable tactical rules. Tactical rules ...
Computer Go programs have surpassed top-level human players by using deep learning and reinforcement...
Abstract. Move patterns are an essential method to incorporate domain knowledge into Go-playing prog...
Strong game AI’s moves are sometimes strange or difficult for humans to understand. To achieve bette...
We investigate the problem of learning to pre-dict moves in the board game of Go from game records o...
Mastering the game of Go has remained a long-standing challenge to the field of AI. Modern computer ...
The level of computer programs has now reached professional strength for many games, even for the ga...
AbstractThis article investigates the application of machine-learning techniques for the task of sco...
Project (M.S., Computer Science) -- California State University, Sacramento, 2013.Games are an inter...
We present an experimental methodology and results for a machine learning approach to learning openi...
In this paper, we present an experimental methodology and results for a machine learning approach to...
The oriental game of Go is increasingly recognized as the "grand challenge" of Artificial Intelligen...
The game of go is an ideal problem domain for exploring machine learning: it is easy to define and t...
This article investigates the application of machine-learning techniques for the task of scoring fin...
This article investigates the application of machine-learning techniques for the task of scoring fin...
Gogol is a rule-based computer Go program. It uses a lot of reliable tactical rules. Tactical rules ...
Computer Go programs have surpassed top-level human players by using deep learning and reinforcement...
Abstract. Move patterns are an essential method to incorporate domain knowledge into Go-playing prog...
Strong game AI’s moves are sometimes strange or difficult for humans to understand. To achieve bette...
We investigate the problem of learning to pre-dict moves in the board game of Go from game records o...
Mastering the game of Go has remained a long-standing challenge to the field of AI. Modern computer ...
The level of computer programs has now reached professional strength for many games, even for the ga...
AbstractThis article investigates the application of machine-learning techniques for the task of sco...
Project (M.S., Computer Science) -- California State University, Sacramento, 2013.Games are an inter...
We present an experimental methodology and results for a machine learning approach to learning openi...
In this paper, we present an experimental methodology and results for a machine learning approach to...