Programming the Game of Go with Artificial Intelligence (AI)
Introduction
The game of Go is an ancient board game which until recently has resisted attempts to automate Go game playing moves by computer. This document will investigate the use of Artificial Intelligence to aid the construction of a Go playing program. Also, this document will examine the latest thinking in AI, applying where such thinking might aid a computer program to play Go. The history of Go Game programs will also be examined with a view to mining techniques that they employ.
The questions to be answered are:
Why is Go so hard to enable computer programs to successfully play the game?
What is artificial intelligence? And how might it be applied usefully to play Go?
What is fuzzy logic and could it be applied to play Go?
What is the latest thinking in Go programming.
How successful have Neural nets, and techniques like the Monte Carlo search been?
What are examples of modern Go playing programs? How well do they play?
Which programming techniques have brought the most benefits?
Why is Go Hard to program?
There are several reasons that make the competent playing of the Game of Go by computer difficult. Perhaps the most obvious difficulty is the board size. Go itself can be played on a variety of board sizes such as 5x5, 9x9, 13x13, however the usual club or professional game will take place on a 19x19 board. For any computer program to be taken seriously, it really ought to perform well on the 19x19 board. Unlike in chess, an initial move can be placed anywhere on the board ( although it is true that strategically, only a handful of moves are actually considered). This does mean that a ‘brute force’ approach which generates all combinations of mo...
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...he search involves repeatedly taking the first node off the queue, finding that node’s successors, and putting them on the end of the queue. This continues until either the first node on the queue is the goal or target state, or the queue is empty. If the first node is the target state the algorithm will signal success (e.g. return TRUE). Otherwise the search fails. What is nice about about this algorithm is that by simply replacing the queue with a stack the same algorithm now performs a depth first search. Having a stack allows the algorithm to ‘backtrack’ to previous nodes and then select new routes from that node. Simply searching for a target on this basis is called a ‘blind search’. Using additional information that might aid the algorithm to more intelligently find the target is called a ‘heuristic search’ an example of which is the A* tree search algorithm.
The world of "meat" provides the base for much of what happens throughout William Gibson's novel Neuromancer. The lives of characters are shaped by their flesh and blood experiences. The realm of artificial intelligence (AI) is the base for all of the events that are central to the life of a character. All events and lives are under control of the AI, and all things serve the AI's purpose. The matrix serves to mash the two realms together, in times and places where AI cannot physically control the meat. The relationship between these realms is a direct parallel to God's relationship with man.
One of the very first video games to have been developed was a simple graphical computer application used to resemble virtual Tic-Tac-Toe (Bellis). Although the game was simple in nature and basic in control, it was one of the first few innovative designs that would eventually lead to establishment of other well known video games (Bellis).... ... middle of paper ... ...
Smarter than You Think starts out with a cautionary tale of how in 1997 world chess champion Garry Kasparov was beaten by Deep Blue, an I.B.M. supercomputer. This was a considered a milestone in artificial intelligence. If a computer could easily defeat a chess champion, what would happen to the game and its players? A year after Kasparov was defeated by the program he decided to see what would happen when a computer and person were paired up. He called this collaboration the centaur; A hybrid consisting of the algorithms and history logs of chess as well as the brain to “analyze their opponents’ strengths and weaknesses, as well as their moods.” ...
Playing free casino games might be a pleasant diversion – for a short time. However to create the game extremely fascinating, real money blackjack is that the only because of go. Once you have a number of greenbacks, or perhaps merel...
"My name is Dorothy," said the girl, "and I am going to the Emerald City, to ask the Oz to send me back to Kansas."
Once Deep Blue supercomputer defeated chess grandmaster Kasparov, he, Kasparov, thought what would happen if “humans and computers collaborated” (Thompson 343)? Kasparov figured that it would be a symbiotic relationship in which “each might benefit from the other’s peculiar powers” (Thompson344). A Notably example would a 2005 “freestyle” chess tournament, which consisted of teams with computers and chess players. With a tournament full of computers and chess grandmasters, the winners were amateur chess players Cramton and Zackary (Thompson345). The reason why these players were able to win is because they were “expert[s] at collaborating with computers.” By themselves these players would not have the skills to take on such talented players, but since Cramton and Zackary were able to know “when to rely on human smarts and when to rely on the machine’s advice” they were able to succeed (Thompson 345). These players were able to harness the power of the symbiotic relationship between man and machine. In conclusion, when it comes down to the wire on “who’s smarter-humans or machines; the answer is neither, it’s both working side by side” (Thompson 347). In addition, the benefits of these digital gadgets can be summarized into three
The time period of 1949 and 1950 is considered to be the birth of computer chess. In 1949, Claude Shannon, an American mathematician, wrote an article titled “Programming a Computer for Playing Chess” (5). The article contained basic principles of programming a computer for playing chess. It described two possible search strategies for a move which circumvented the need to consider all the variations from a particular position. These strategies will be described later when we talk about implementing chess as a computer program. Since then, no other strategy has been developed which works better and all engines use one of these strategies at their cores.
DeepMind’s AlphaGo is the first computer program to be able to defeat the world champion at the ancient Chinese game of Go. AlphaGo Zero is the newest and strongest version of AlphaGo, which is introduced to the public on 2017 October 17. Despite that AlphaGo Zero is arguably the strongest Go player in history, it still will not go beyond god. This is due to the fact that although AlphaGo Zero is the latest evolution of AlphaGo, it is not the last indicating that it can be defeated by its evolution; also in many belief systems, god is believed to be omnipotence, illustrating that it is undefeatable; and unlike god, the only trait AlphaGo Zero has is intelligence. As a result, AlphaGo will never go beyond god.
The Imitation Game The Second World War is raging, and Britain is fighting a hard fight against Hitler's military expansion in Europe. British intelligence has everything to gain from interpreting the Nazis' coded radio signals, as they contain very important information about German military strategies and the movements of the German war machine. Interpretations of the radio signals seem impossible, but British authorities are hoping that the mathematician and encryption expert Alan Turing and his team of codebreakers will be able to reveal German secrets. Alan Turing has a very complex personality, which complicates cooperation with colleagues and clients. Turing, however, is all honored to solve the code mystery, therefore turning the warfare that has long been in Hitler's favor.
Remove barriers: If follow these steps and reach this point in the change process, and will discuss the vision and build the support of all levels of the organization. The Organization shall review the organizational structure, job descriptions, compensation and performance systems to ensure they are in line with this vision. Create urgency for change to occur, it is useful if the whole society really wants. Develop a sense of urgency about the need for change. This can help the company Alphabet Games spark of motivation to get things moving. It will help to identify potential threats, and develop scenarios showing what could happen in the future. It also examines
Crevier, D. (1999). AI: The tumultuous history of the search for Artificial Intelligence. Basic Books: New York.
Scientists claim that devices with Artificial Intelligence will replace office workers during next 5 years (Maksimova).According to this statement it is possible to say that AI has a great influence on humanity. Pursuant to Oxford Dictionary Artificial Intelligence or AI is the theory and development of computer systems able to perform tasks normally requiring human intelligence, such as visual perception, speech recognition, decision-making, and translation between languages(dictionary).Firstly, this research will analyze positive and negative impacts of development of Artificial Intelligence on economic sphere. Then, author going to discuss social effects of Artificial Intelligence. After the considering all perspectives that link to this topic, the last step will be to draw a conclusion.
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