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Efficient Single State Agents for Computer Go
KTH, School of Computer Science and Communication (CSC).
2014 (English)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesis
Abstract [en]

When it comes to Computer Go agents, the most common strategy is to traverse the game state tree to find as close to optimal solutions as possible. The goal is to sacrifice performance for a higher result accuracy. Going in the other direction — sacrificing accuracy for performance — is a less explored approach to the problem.In this report, a method combining the Copy-Move algorithm from the field of image forensics and computer vision with some pattern-based Computer Go digestion methods is tested against a large database of Go games. The partial soundness and fitness of the strategy is evaluated against a distinct subset of games by evaluating the predictability of human moves. The result is that while pattern-based Go strategies are still clearly inferior to game-tree search algorithms, they sometimes yield promising results that can be used to adjust the pruning approaches typically employed in tree traversal algorithms.1

Place, publisher, year, edition, pages
2014.
National Category
Computer Science
Identifiers
URN: urn:nbn:se:kth:diva-157517OAI: oai:DiVA.org:kth-157517DiVA: diva2:770351
Examiners
Available from: 2014-12-11 Created: 2014-12-10 Last updated: 2014-12-11Bibliographically approved

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fulltext(152 kB)66 downloads
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CiteExportLink to record
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Citation style
  • apa
  • harvard1
  • ieee
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Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
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