围棋游戏的视觉组织模型

A. Zobrist
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引用次数: 70

摘要

尽管Remus将围棋作为机器学习研究的主题,并且Thorp和Walden已经考虑了它的一些数学方面,但文献中没有出现过成功的围棋程序。另一位作者认为GO有点神秘,对那些对自动化感兴趣的人来说是一个挑战。显然,这款游戏被描述为神秘的,是指人们能够在不知道自己是如何玩得这么好的情况下玩它。对这一复杂游戏的更多研究可能会让我们对人类的感知和解决问题的能力有新的认识,同时也会促进人工智能新技术的发展。这个报告描述了一个下围棋的程序。该程序使用信息处理模型来产生人类围棋选手可以看到的感知特征,并且能够对这些感知特征的重要配置进行识别。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A model of visual organization for the game of GO
No successful GO-playing program has appeared in the literature, although Remus used GO as the subject of a machine learning study, and Thorp and Walden have considered some of its mathematical aspects. Another author considered GO to be somewhat mysterious, making it a challenge to those interested in automating it. Apparently the game was described as being mysterious to indicate that people were able to play it without knowing how they were able to play so well. More study of this complex game may reward us with new insight into human perceptual and problem solving abilities as well as foster the development of new techniques for artificial intelligence. This report describes a program which plays GO. The program uses an information processing model to produce perceptual features which are seen by human GO players, and is capable of several responses to the recognition of significant configurations of these perceptual features.
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