In this paper, a three-component architecture of a learning environment for Go is sketched, which can be applied to any two-player, deterministic, full information, partizan, comb...
The game of Go has a high branching factor that defeats the tree search approach used in computer chess, and long-range spatiotemporal interactions that make position evaluation e...
Nicol N. Schraudolph, Peter Dayan, Terrence J. Sej...
In this article a neural network architecture is presented that is able to build a soft segmentation of a two-dimensional input. This network architecture is applied to position ev...
Go remains a challenge for artificial intelligence. Currently, most machine learning methods tackle Go by playing on a specific fixed board size, usually smaller than the standa...
In this paper, we present an experimental methodology and results for a machine learning approach to learning opening strategy in the game of Go, a game for which the best compute...