Computer Go
The complexity of game of Go is greater than that of Chess; the most advanced Go computer players reach at best the level of a human amateur. We believe that machine learning can radically improve computer Go.
The game of Go is an ancient Chinese game of strategy for two players. By most measures of complexity it is more complex than Chess. While Deep Blue (and more recently Deep Fritz) play Chess at the world champion's level no Go-playing program has yet even reached the level of play of an average amateur Go player. The reason for the failure to reproduce the impressive results in chess for the game of Go appear to lie in its greater complexity, both in terms of the number of different positions and in the difficulty of defining an appropriate evaluation function for Go positions.
We take the view, that only an automated way of acquiring Go knowledge - machine learning - can radically improve on the current situation in computer Go. Numerous Go servers in the internet offer thousands of game records of Go played by players that are very competent as compared to today's computer Go programs. The great challenge is to build machine learning algorithms that extract knowledge from these data-bases such that it can be used for playing Go well.
We take the view, that only an automated way of acquiring Go knowledge - machine learning - can radically improve on the current situation in computer Go. Numerous Go servers in the internet offer thousands of game records of Go played by players that are very competent as compared to today's computer Go programs. The great challenge is to build machine learning algorithms that extract knowledge from these data-bases such that it can be used for playing Go well.
People
Publications
- Philipp Hennig, David Stern, and Thore Graepel, Coherent Inference on Optimal Play in Game Trees, in Proceedings of the Thirteenth Conference on Artificial Intelligence and Statistics AISTATS 2010 (to appear), May 2010
- David Stern, Ralf Herbrich, and Thore Graepel, Learning To Solve Game Trees, in Proceedings of the International Conference of Machine Learning, January 2007
- David Stern, Ralf Herbrich, and Thore Graepel, Bayesian Pattern Ranking for Move Prediction in the Game of Go, in Proceedings of the International Conference of Machine Learning, January 2006
- David Stern, Thore Graepel, and David MacKay, Modelling Uncertainty in the Game of Go, in Advances in Neural Information Processing Systems 16, January 2004
