• DocumentCode
    914645
  • Title

    Cracking Go

  • Author

    Hsu, Feng-Hsiung

  • Author_Institution
    Microsoft Res. Asia, Beijing
  • Volume
    44
  • Issue
    10
  • fYear
    2007
  • Firstpage
    50
  • Lastpage
    55
  • Abstract
    Many of the early computer-chess researchers hailed from the fields of psychology or artificial intelligence and believed that chess programs should mimic human thinking. Specifically, they wanted computers to examine only playing sequences that were meaningful according to some human reasoning process. In computer chess this policy, known as selective search, never really made progress. The reason is that humans are extremely good at recognizing patterns; it is one of the things that we do best. The article focuses on weiqi, an ancient Chinese board game, better known in the West by the Japanese name of Go, whose combinatorial complexity is many orders of magnitude greater than that of chess. Go is played on a board crisscrossed by 19 vertical and 19 horizontal lines whose 361 points of intersection constitute the playing field. The object is to conquer those intersection points.
  • Keywords
    artificial intelligence; computer games; games of skill; Go; ancient Chinese board game; artificial intelligence; combinatorial complexity; computer chess program; human reasoning process; psychology; selective search; weiqi; Artificial intelligence; Asia; Hardware; Humans; Military computing; Processor scheduling; Proteins; Psychology; Software testing;
  • fLanguage
    English
  • Journal_Title
    Spectrum, IEEE
  • Publisher
    ieee
  • ISSN
    0018-9235
  • Type

    jour

  • DOI
    10.1109/MSPEC.2007.4337666
  • Filename
    4337666