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A survey of the application of machine learning to the game of go
Jan Ramon
and Hendrik Blockeel.
In Hahn
and Sang-Dae, editors, Proceedings of the First International
Conference on Baduk, pages 1--10. Myong-ji University, Korea, May
2001.
Abstract
Unlike other games such as chess, draughts and backgammon, computers are
currently quite weak at the game of go (baduk). Brute force is difficult due
to the higher branching factor and game length. Human made algorithms become
very complex before even approaching human strength on a subproblem of the
game. One possible approach to this challenging problem is to use machine
learning to let the program learn and improve without increased human effort.
Machine learning has been successful in other games (e.g. draughts,
backgammon). In this paper we give an overview of existing techniques. We
discuss different aspects of learning, and propose some directions of
research. In particular we believe that a first order representation language
combined with a multistrategy learning system can achieve much more than what
currently exists.
BibTeX entry.
Other publications
J Ramon,
janr@cs.kuleuven.ac.be,
H Blockeel,
hendrik@cs.kuleuven.ac.be. Last modified on Wednesday 9 April 2003 at 18:31. © 2003 ILPnet2