Description of Intelligent Games using Language and Mathematical Models
Project/Area Number |
21500144
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Research Category |
Grant-in-Aid for Scientific Research (C)
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Allocation Type | Single-year Grants |
Section | 一般 |
Research Field |
Intelligent informatics
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Research Institution | Kyushu Institute of Technology |
Principal Investigator |
NAKAMURA Teigo 九州工業大学, 大学院・情報工学研究院, 准教授 (40198221)
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Project Period (FY) |
2009 – 2011
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Project Status |
Completed (Fiscal Year 2011)
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Budget Amount *help |
¥3,770,000 (Direct Cost: ¥2,900,000、Indirect Cost: ¥870,000)
Fiscal Year 2011: ¥1,170,000 (Direct Cost: ¥900,000、Indirect Cost: ¥270,000)
Fiscal Year 2010: ¥1,170,000 (Direct Cost: ¥900,000、Indirect Cost: ¥270,000)
Fiscal Year 2009: ¥1,430,000 (Direct Cost: ¥1,100,000、Indirect Cost: ¥330,000)
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Keywords | 知能情報処理 / ゲームプログラミング / 囲碁 / 棋譜 / 言語モデル / n-gram / ゲーム情報学 / 組合せゲーム理論 |
Research Abstract |
We characterized the feature of moves from the following three aspects :(a) absolute board position of the move,(b) relative board position from the previous opponent' s move,(c) surrounding configuration of the move, and encoded the game records into text characters. We constructed an n-gram model from the texts and showed that the model can be used not only for move prediction but also for reducing the number of second best moves and discriminating moves for commentary. We analyzed some typical playing styles of human Go players and found some factors with significant difference between different playing styles.
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Report
(4 results)
Research Products
(16 results)
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[Presentation] 囲碁棋譜における好手の判別2012
Author(s)
中西惇, 中村貞吾
Organizer
情報処理学会九州支部火の国シンポジウム2012
Place of Presentation
九州工業大学情報工学部(福岡県飯塚市)
Year and Date
2012-03-15
Related Report
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