Heuristic Analysis of Large Trees as Generated in the Game of Go,

Abstract

The Japanese game of Go is of interest both as a problem in mathematical representation and as a game which generates a move tree with an extraordinarily high branching factor (100 to 300 branches per ply). The complexity of Go (and the difficulty of Go for human players) is thought to be considerably greater than that of chess. The constraints of being able to play a complete game and of being able to produce a move with a moderate amount of processing time were placed on the solution. The basic approach used was to find methods for isolating and exploring several sorts of relevant subsections of the global game tree. This process depended heavily on the ability to define and manipulate entitles of Go as recursive functions rather than as patterns of stones. A general machine-accessible theory of Go was developed to provide context for program evaluations. A program for playing Go is now available on the Stanford PDP-10 computer. (Modified author abstract)

Document Details

Document Type
Technical Report
Publication Date
Dec 01, 1971
Accession Number
AD0785175

Entities

People

  • Jonathan Leonard Ryder

Organizations

  • Stanford University

Tags

DTIC Thesaurus Topics

  • Abstracts
  • Applied Computer Science
  • Artificial Intelligence
  • Computer Science
  • Computers
  • Recursive Functions
  • Test And Evaluation

Readers

  • Applied Combinatorial Optimization and Logic Circuit Design.
  • Game Theory.
  • Systems Analysis and Design