- Abstract:
-
Approaches to computer game playing based on alpha-beta search of the tree of possible move sequences combined with a position evaluation function have been successful for many games, notably Chess. Such approaches are less successful for games with large search spaces and complex positions, such as Go, and we are led to seek alternatives. One such alternative is to model the goals of the players, and their strategies for achieving these goals. This approach means searching the space of possible goal expansions, typically much smaller than the space of move sequences. Previous attempts to apply these techniques to Go have been unable to provide results for anything other than a high strategic level or very open game positions. In this paper we describe how adversarial hierarchical task network planning can provide a framework for goal-directed game playing in Go which is also applicable both strategic and tactical problems.
- Copyright:
- 2002 by The University of Edinburgh. All Rights Reserved
- The sponsors of this research and the University of Edinburgh are authorised to reproduce and distribute reprints for their purposes notwithstanding any copyright annotation hereon. The views and conclusions contained herein are those of the authors and should not be interpreted as necessarily representing official policies or endorsements, either express or implied, of the research sponsors or the University of Edinburgh.
- Links To Paper
- No links available
- Bibtex format
- @Misc{EDI-INF-RR-0103,
- author = {
Steven Willmott
and Julian Richardson
and Alan Bundy
and John Levine
},
- title = {Applying adversarial planning techniques to Go},
- publisher = {Elsevier},
- year = 2001,
- month = {Feb},
- volume = {252(1-2)},
- pages = {45-82},
- }
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