日本財団 図書館


39

 

1. Programmer's name: Noriki Sanechika 実近 憲昭

 

2. County: Japan 日本

 

3. Name of my program: IGO1997

 

4. Features of my program:

[Move Decision Flow]

 

(1)opponent' s move

(2)data structure update(inerementel update)

Data objects:point,string,linkage alld group are generated in a hierarchal structure.

(3)analysis of opponet's move intensions

The program infers his opponent's intentions by

checking clues caused by the move such as

-change of strength of groups around the move,

-change of capture status of strings,

‐change of connection status of linkages,

‐emergence/disappearance of some tesuji patterns,

‐the place of the move the computer's territory,Opponent's

territory,neutral zone or free zone.

Intentions are separated into offensive components and defensivc ones.

(4)evaluation of pass dammage

Evaluation of the damage caused by the supposed opponent's consecutive moves in case of compute's pass.

(5)steady-State move generation(case-based move generation)

We introduced a set of cases,that is,typical Go-specific situations which covers a large part of situations in usual play. For example, Joseki(book-move)selection,Edge development,Moyo development,Enclosure/Escape,Life&death,Racing fight,Invasion,Yose etc.are included. Each case proposes several candidates at an appropriate timing、when some preset conditions are met, and evaluates them from its own viewpoint.

Some exchange rate is used to adjust value fluctuation among different cascs and the averagevalue of a move is calculated.

The average value is used to detect some abnormality or urgency of a given move

 

 

 

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