Informational Analysis of Go, Part 2: Zuozi and Huanqitou

Wu Yicong, Chang Liu, Mohd Nor Akmal Khalid, H. Iida
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引用次数: 1

Abstract

This paper explores the second nature of the Go game (Go rules), based on its long history that played out in 9 × 9 board in BC 2356, which later developed into the 19 × 19 with several variants of its rules. An open-source implementation of AlphaZero, namely LeelaZero, as the artificial intelligence (AI) player, is adopted for data collection through self-play experiments. A particular emphasis on two ancient rules of Go, namely as the Huanqitao and Zaozi were conducted. The results are then analyzed and assessed via game refinement theory and motions in mind concepts. An informational analysis indicates that the Go game has been searching for fair and exciting game playing mechanisms that had evolved from the educational needs to competitive settings. Also, the change in the ancient rules to the komi rule mainly emphasized the dominance of such rule change in term of competitive pairing and fairness, while preserving the challenge and excitement of the 19 × 19 Go board game.
围棋的信息分析(二):左子和环七头
本文探讨了围棋游戏的第二个本质(围棋规则),基于它在公元前2356年的9 × 9棋盘的悠久历史,后来发展成19 × 19的几种变体规则。采用AlphaZero的开源实现,即LeelaZero作为人工智能(AI)玩家,通过自玩实验进行数据收集。特别强调了两个古老的围棋规则,即环七套和枣子。然后通过游戏优化理论和头脑中的运动概念分析和评估结果。一项信息分析表明,围棋游戏一直在寻找公平和令人兴奋的游戏机制,这种机制已经从教育需求演变为竞争环境。此外,古规则向科米规则的转变主要强调了这种规则变化在竞争配对和公平方面的主导地位,同时保留了19 × 19围棋棋盘游戏的挑战性和兴奋性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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