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
Link To Document