• Search Research Projects
  • Search Researchers
  • How to Use
  1. Back to previous page

Flexible Acquisition of Go Knowledge by Using Evolutionary Algorithm

Research Project

Project/Area Number 08680387
Research Category

Grant-in-Aid for Scientific Research (C)

Allocation TypeSingle-year Grants
Section一般
Research Field Intelligent informatics
Research InstitutionThe University of Tokyo

Principal Investigator

NAGANO Saburo  Univ.of Tokyo, Graduate School of Arts and Sciences, Professor, 大学院・総合文化研究科, 教授 (50010913)

Co-Investigator(Kenkyū-buntansha) UEDA Kazuhiro  Univ.of Tokyo, Graduate School of Arts and Sciences, Assistant Professor, 大学院・総合文化研究科, 助手 (60262101)
Project Period (FY) 1996 – 1997
Project Status Completed (Fiscal Year 1997)
Budget Amount *help
¥2,600,000 (Direct Cost: ¥2,600,000)
Fiscal Year 1997: ¥800,000 (Direct Cost: ¥800,000)
Fiscal Year 1996: ¥1,800,000 (Direct Cost: ¥1,800,000)
KeywordsGame Programming / Go / Evolutionary Algorithm / Genetic Algorithm / Knowledge Acquisition / Machine Learning / Data Mining / Dasa Mining
Research Abstract

Chess programs, which were a target of game programming in Al, heve so far adopted brute force search. However, Go, which is now regarded as a new Al target, is different from Chess in that the former has a far larger search space than the latter. It is thus considered for Go programs to adopt a new approach, that is, knowledge-intensive approach. We, therefore, constructed a system which enabled to antomatically acquire various types of Go knowledge that human Go experts are considered to have.
First, we proposed a new evolutionary algorithm which was similar to a genetic algorithm. A normal genetic algorithm has two disadvantages. One is that the algorithm gets only a few types of rules which are optimal. The other is that it tends to get knowledge with fixed forms. Activation values to individuals and a new variation-making operator, spiltting, are introduced to this new algorithm to overcome these disadvantages. As a result, the proposed algorithm could automatically get various types of Go knowledge.
Then we evaluated this algorithm by applying it to the game of Go. As a result, it was found that the algorithm could acquire various pattern knowledge and, moreover, get sequences of moves by adding previous moves in splitteing a rule. We asked two Go experts to evaluate some of the acquired rules. As a result, we found from their judgemeny that 60-80 % of the rules presented were useful. In addition, we made our system to solve Tsume-Go problems by using the acquired knowledge of Tsume-Go and found that the performance of the system was almost the same as that of human sho-dan. The system is, therefore, considered to enable to acquire various useful Go knowledge.

Report

(3 results)
  • 1997 Annual Research Report   Final Research Report Summary
  • 1996 Annual Research Report
  • Research Products

    (16 results)

All Other

All Publications (16 results)

  • [Publications] 植田 一博, 小島 琢矢, 和泉 潔: "学習アルゴリズムとその問題解決モデルへの応用〜生物メカニズムからのアナロジーを中心として〜" BRAIN MEDICAL. 10・1(印刷中). (1998)

    • Description
      「研究成果報告書概要(和文)」より
    • Related Report
      1997 Final Research Report Summary
  • [Publications] 小島 琢矢, 植田 一博, 永野 三郎: "囲碁の棋譜データからのパタン,定石,詰碁知識の獲得" ゲーム・プログラミング・ワークショップ'97. 9-18 (1997)

    • Description
      「研究成果報告書概要(和文)」より
    • Related Report
      1997 Final Research Report Summary
  • [Publications] Kojima, T., Ueda, K., Ngano, S.: "An Evolutionary Algorithm Extend-ed by Ecological Analogy and its Applic-ation to the Game of Go" Proc.of the 15th International J-oint Conference on Artificial Intellige-nce. 684-689 (1997)

    • Description
      「研究成果報告書概要(和文)」より
    • Related Report
      1997 Final Research Report Summary
  • [Publications] Kojima, T., Ueda, K., Ngano, S.: "Flexible Acquisition of Various Types of Knowledge from Game Records:Ap-plication to the Game of Go" Proc.of the IJCAI-97 Workshop on Using Games as an Experimental Testbed for AI Research. 51-57 (1997)

    • Description
      「研究成果報告書概要(和文)」より
    • Related Report
      1997 Final Research Report Summary
  • [Publications] 小島 琢矢, 植田 一博, 永野 三郎: "生態学アナロジーを用いた囲碁パタン知識の獲得" ゲーム・プログラミング・ワークショップ'96. 133-140 (1996)

    • Description
      「研究成果報告書概要(和文)」より
    • Related Report
      1997 Final Research Report Summary
  • [Publications] Kazuhiro Ueda, Takuya Kojima, Kiyoshi Izumi: ""Learning Algorithms and their Application to Problem Solving : Analogies with Organic Mech-anisms"" BRAIN MEDICAL. vol.10 (1) (in Japanese) (in press). (1998)

    • Description
      「研究成果報告書概要(欧文)」より
    • Related Report
      1997 Final Research Report Summary
  • [Publications] Takuya Kojima, Kazuhiro Ueda, Saburo Nagano: ""Aquisition of Patterns, Maxims, and Knowlwdge for Tsume-go from Game Records"" Proceedings of Game Programming Workshop '97. (in Japanese). 9-18 (1997)

    • Description
      「研究成果報告書概要(欧文)」より
    • Related Report
      1997 Final Research Report Summary
  • [Publications] Takuya Kojima, Kazuhiro Ueda, Saburo Nagano: ""An Evolutionary Algorithm Extended by Ecological Analogy and its Application to the Game of Go"" Proceedings of the 15th International Joint Conference on Artificial Intelligence (IJCAI-97). 684-689 (1997)

    • Description
      「研究成果報告書概要(欧文)」より
    • Related Report
      1997 Final Research Report Summary
  • [Publications] Takuya Kojima, Kazuhiro Ueda, Saburo Nagano: ""Flexible Acquisition of Various Types of Knowledge from Game Records : Application to the Game of Go"" Proceedings of the IJCAI-97 Workshop on Using Games as an Experimental Testbed for AI Research. 51-57 (1997)

    • Description
      「研究成果報告書概要(欧文)」より
    • Related Report
      1997 Final Research Report Summary
  • [Publications] Takuya Kojima, Kazuhiro Ueda, Saburo Nagano: "Acquisition of Patterns of Go by Using an Ecological Analogy" Proseedings of Game Programming Workshop '96. (in Japanese). 133-140 (1996)

    • Description
      「研究成果報告書概要(欧文)」より
    • Related Report
      1997 Final Research Report Summary
  • [Publications] 小島 琢矢: "生態学アナロジーを用いた囲碁パタン知識の獲得" ゲーム・プログラミングワークショップ '96. 133-140 (1996)

    • Related Report
      1997 Annual Research Report
  • [Publications] Takuya Kojima: "Flexible Acquisition of Various Types of Knowledge from Game Records" Proceedings of the IJCAI-97 Workshop on Games. 51-57 (1997)

    • Related Report
      1997 Annual Research Report
  • [Publications] Takuya Kojima: "An Evolutionary Algorithm Extended by Ecological Analogy and its Application to the Game of Go" Proceedings of the Fifteenth International Jane Conference on AI(IJCAI-97). 684-689 (1997)

    • Related Report
      1997 Annual Research Report
  • [Publications] 小島 琢矢: "囲碁の棋譜データからのパタン.定石.詰碁知識の獲得" ゲーム・プログラミングワークショップ '97. 9-18 (1997)

    • Related Report
      1997 Annual Research Report
  • [Publications] 植田 一博: "学習アルゴリズムとその問題解決モデルへの応用" BRAIN MEDICAL. 10・1. (1998)

    • Related Report
      1997 Annual Research Report
  • [Publications] 小島琢矢,植田一博,永野三郎: "生態学アナロジーを用いた囲碁パターン知識の獲得" ゲーム・プログラミングワークショップ′96. 133-140 (1996)

    • Related Report
      1996 Annual Research Report

URL: 

Published: 1996-04-01   Modified: 2016-04-21  

Information User Guide FAQ News Terms of Use Attribution of KAKENHI

Powered by NII kakenhi