multipurpose adversary planning in the game of go ph.d thesis by shui hu presenter: ling zhao date:...
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Multipurpose Adversary Planning in the Game of Go
Ph.D thesis by Shui Hu
Presenter: Ling Zhao
Date: November 18, 2002
MotivationsGo is a strategy gameComputer Go programs still have
difficulties to convey human’s knowledge
Multi-purpose moves are quite common in human-played Go games
Traditional multi-valued move is too passive!
OverviewHeuristic adversary planningStatic analysis and dynamic look aheadLook for combined goals and the steps
leading to themStrength: actively search for combined
goalsWeakness: only a prototype, hard to
implement in a real system
Basic structures Hierarchy of objects: group, chain,
string, stone Generate goals:1. high level goals are generated by static analysis
(using knowledge base)
2. low level goals are generated by looking ahead
Goal structure (see example next next page)
Decide the achievabilityStart from leaf goalsGenerate goal/counter goal pairsUse look ahead searchPropagate results upwardNote this method can also decide the
achievability of combined goals
CP2 search procedure
g11 : (g11, c11) (g11, c12) (g11,c21) … (g11, c33)g12 : (g12, c11) (g12, c12) (g12,c21) … (g12, c33)
g33 : (g33, c12) (g33, c12) (g33,c21) … (g33, c33)
Interaction of leaf goals If the intersection of moves to realize two near-
achievable goals is not empty, we find some multipurpose moves!
Combine two goals and use the look ahead to decide if the multipurpose moves can make one of the near-achievable moves achievable.
If yes, your multipurpose planning works. The example explains the situation similar to
double threats, and there are more situations.