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ICGA
2007

Computing "Elo Ratings" of Move Patterns in the Game of Go

13 years 4 months ago
Computing "Elo Ratings" of Move Patterns in the Game of Go
Abstract. Move patterns are an essential method to incorporate domain knowledge into Go-playing programs. This paper presents a new Bayesian technique for supervised learning of such patterns from game records, based on a generalization of Elo ratings. Each sample move in the training data is considered as a victory of a team of pattern features. Elo ratings of individual pattern features are computed from these victories, and can be used in previously unseen positions to compute a probability distribution over legal moves. In this approach, several pattern features may be combined, without an exponential cost in the number of features. Despite a very small number of training games (652), this algorithm outperforms most previous pattern-learning algorithms, both in terms of mean log-evidence (−2.69), and prediction rate (34.9%). A 19 × 19 Monte-Carlo program improved with these patterns reached the level of the strongest classical programs.
Rémi Coulom
Added 14 Dec 2010
Updated 14 Dec 2010
Type Journal
Year 2007
Where ICGA
Authors Rémi Coulom
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