Skip to main content

Learning on Graphs in the Game of Go

  • Conference paper
  • First Online:
Artificial Neural Networks — ICANN 2001 (ICANN 2001)

Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 2130))

Included in the following conference series:

Abstract

We consider the game of Go from the point of view of machine learning and as a well-defined domain for learning on graph representations. We discuss the representation of both board positions and candidate moves and introduce the common fate graph (CFG) as an adequate representation of board positions for learning. Single candidate moves are represented as feature vectors with features given by subgraphs relative to the given move in the CFG. Using this representation we train a support vector machine (SVM) and a kernel perceptron to discriminate good moves from bad moves on a collection of life-and-death problems and on 9 × 9 game records. We thus obtain kernel machines that solve Go problems and play 9 × 9 Go.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 149.00
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 189.00
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. M. Aizerman, E. Braverman, and L. Rozonoer. Theoretical foundations of the potential function method in pattern recognition learning. Automation and Remote Control, 25:821–837, 1964.

    MathSciNet  Google Scholar 

  2. J. Burmeister and J. Wiles. The challenge of go as a domain for ai research: A comparison between go and chess. In Proceedings of the 3rd Australian and New Zealand Conference on Intelligent Information Systems, 1994.

    Google Scholar 

  3. C. Cortes and V. Vapnik. Support Vector Networks. Machine Learning, 20:273–297, 1995.

    MATH  Google Scholar 

  4. D. Fotland. Knowledge representation in The Many Faces of Go, 1993.

    Google Scholar 

  5. P. Geibel and F. Wysotzki. Learning relational concepts with decision trees. In Machine Learning: Proceedings of the Thirteenth International Conference, pages 1141–1144. Morgan Kaufmann Publishers, 1998.

    Google Scholar 

  6. N. Sasaki and Y. Sawada. Neural networks for tsume-go problems. In Proceedings of the Fifth International Conference on Neural Information Processing, pages 1141–1144, 1998.

    Google Scholar 

  7. N. N. Schraudolph, P. Dayan, and T. J. Sejnowski. Temporal difference learning of position evaluation in the game of go. In J. D. Cowan, G. Tesauro, and J. Alspector, editors, Advances in Neural Information Processing Systems, volume 6, pages 817–824. Morgan Kaufmann Publishers, Inc., 1994.

    Google Scholar 

  8. V. Vapnik. Statistical Learning Theory. John Wiley and Sons, New York, 1998.

    MATH  Google Scholar 

  9. T. Wolf. The program GoTools and its computer-generated Tsume Go database. In Proceedings of the 1st Game Programming Workshop, 1994.

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2001 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Graepel, T., Goutrié, M., Krüger, M., Herbrich, R. (2001). Learning on Graphs in the Game of Go. In: Dorffner, G., Bischof, H., Hornik, K. (eds) Artificial Neural Networks — ICANN 2001. ICANN 2001. Lecture Notes in Computer Science, vol 2130. Springer, Berlin, Heidelberg. https://doi.org/10.1007/3-540-44668-0_49

Download citation

  • DOI: https://doi.org/10.1007/3-540-44668-0_49

  • Published:

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-42486-4

  • Online ISBN: 978-3-540-44668-2

  • eBook Packages: Springer Book Archive

Publish with us

Policies and ethics