TY - JOUR
T1 - The Computational Intelligence of MoGo Revealed in Taiwan's Computer Go Tournaments
AU - Lee, Chang-Shing
AU - Wang, Mei-Hui
AU - Chaslot, Guillaume
AU - Hoock, Jean-Baptiste
AU - Rimmel, Arpad
AU - Teytaud, Olivier
AU - Tsai, Shang-Rong
AU - Hsu, Shun-Chin
AU - Hong, Tzung-Pei
PY - 2009/3
Y1 - 2009/3
N2 - In order to promote computer Go and stimulate further development and research in the field, the event activities, Computational Intelligence Forum and World 9 x 9 Computer Go Championship, were held in Taiwan. This study focuses on the invited games played in the tournament Taiwanese Go Players Versus the Computer Program MoGo held at the National University of Tainan (NUTN), Tainan, Taiwan. Several Taiwanese Go players, including one 9-Dan (9D) professional Go player and eight amateur Go players, were invited by NUTN to play against MoGo from August 26 to October 4, 2008. The MoGo program combines all-moves-as-first (AMAF)/rapid action value estimation (RAVE) values, online "upper confidence tree (UCT)-like" values, offline values extracted from databases, and expert rules. Additionally, four properties of MoGo are analyzed including: 1) the weakness in corners, 2) the scaling over time, 3) the behavior in handicap games, and 4) the main strength of MoGo in contact fights. The results reveal that MoGo can reach the level of 3 Dan (3D) with: 1) good skills for fights, 2) weaknesses in corners, in particular, for "semeai" situations, and 3) weaknesses in favorable situations such as handicap games. It is hoped that the advances in AI and computational power will enable considerable progress in the field of computer Go, with the aim of achieving the same levels as computer Chess or Chinese Chess in the future.
AB - In order to promote computer Go and stimulate further development and research in the field, the event activities, Computational Intelligence Forum and World 9 x 9 Computer Go Championship, were held in Taiwan. This study focuses on the invited games played in the tournament Taiwanese Go Players Versus the Computer Program MoGo held at the National University of Tainan (NUTN), Tainan, Taiwan. Several Taiwanese Go players, including one 9-Dan (9D) professional Go player and eight amateur Go players, were invited by NUTN to play against MoGo from August 26 to October 4, 2008. The MoGo program combines all-moves-as-first (AMAF)/rapid action value estimation (RAVE) values, online "upper confidence tree (UCT)-like" values, offline values extracted from databases, and expert rules. Additionally, four properties of MoGo are analyzed including: 1) the weakness in corners, 2) the scaling over time, 3) the behavior in handicap games, and 4) the main strength of MoGo in contact fights. The results reveal that MoGo can reach the level of 3 Dan (3D) with: 1) good skills for fights, 2) weaknesses in corners, in particular, for "semeai" situations, and 3) weaknesses in favorable situations such as handicap games. It is hoped that the advances in AI and computational power will enable considerable progress in the field of computer Go, with the aim of achieving the same levels as computer Chess or Chinese Chess in the future.
KW - Computational intelligence
KW - computer Go
KW - game
KW - MoGo
KW - Monte Carlo tree search (MCTS)
U2 - 10.1109/TCIAIG.2009.2018703
DO - 10.1109/TCIAIG.2009.2018703
M3 - Article
SN - 1943-068X
VL - 1
SP - 73
EP - 89
JO - IEEE Transactions on Computational Intelligence and AI in Games
JF - IEEE Transactions on Computational Intelligence and AI in Games
IS - 1
ER -