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Machine Learning for Go
Jung-Yun Lo Dept. of computer science and information engineering National Dong Hwa University
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Outline A survey of the application of machine learning to the game of Go A learning architecture for the game of Go
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A survey Some possible directions of research
Global approaches Learning in search Learning in the endgame Learning in the opening The representation language
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Global approaches Learning a function from a board position and a move to a reward On large boards, probably a more specific method should be used for different subproblems of the game
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Learning in search temperature (high → deeper search)
candidate move ordering temperature (low → stop search) Leaf node static evaluation
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Learning in the endgame
Each local endgame positions is evaluated, then the whole game is considered as a sum of games Decomposition search
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Learning in the opening
Hard to quantify Using joseki Depend on the surrounding situation Learning a global rules for opening moves
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The representation language
Difficult to express more high-level concepts such as liberty, atari, ladder and eye Making the representation language more expressive
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The representation language
block( BlockID, Color, Size, LibertyCount) board( X, Y, GroupID) adjacent( BlockID1, BlockID2)
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The representation language
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The representation language
The Common Fate Graph (Enzenberger, 1996)
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The representation language
projection projection
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The representation language
Loss of information in the CFG
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Conclusions Learning result are promising, but the whole field is nearly unexplored and much opportunities to do research
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A learning architecture for the game of Go
Combinatorial Game Theory The HUGO Architecture Three Components of HUGO Choice of Subgames Initiative Engine Computing Game Value
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Combinatorial game theory
G = {F|O} F : the set of options that player Friend can reach with one legal move O : for player Opponent F can be 2 possible value W : win for Friend L : loss for Friend
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Combinatorial game theory
4 possible outcomes for a combinatorial game : WW, WL, LL, and LW WW : won by Friend, irrespective of who moves first WL : an unsettled game, won by the player who moves first LL : lost for Friend even if Friend moves first LW : the player who moves first will loss the game
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The HUGO architecture Can be applied to any 2-player, deterministic, full information, partizan, combination game
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3 components of HUGO Choice of subgames Initiative engine
Select a collection of well-defined subgames Ensure a high discriminative abilities Initiative engine Find the move that yields the most points Prefer holding initiative Computing game values Compute the game-theoretic value of a particular game
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Future work Study more reference about machine learning
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Reference A Survey of The Application of Machine Learning to The Game of Go Jan Ramon, Hendrik Blockeel / Katholieke Univ. Leuven A Learning Architecture for The Game of Go A.B. Meijer, H. Koppelaar / Delft Univ. of tech. Computer Go and Machine Learning Thore Graepal
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