Goto

Collaborating Authors

 territory prediction


Modelling Uncertainty in the Game of Go

Neural Information Processing Systems

Two players, Black and White, take turns to place stones on the intersections of an N N grid (usually N 19 but smaller boards are in use as well). All the stones of each player are identical. Players place their stones in order to create territory by occupying or surrounding areas of the board. The player with the most territory at the end of the game is the winner. A stone is captured if it has been completely surrounded (in the horizontal and vertical directions) by stones of the opponent's colour.


Modelling Uncertainty in the Game of Go

Stern, David H., Graepel, Thore, MacKay, David

Neural Information Processing Systems

Go is an ancient oriental game whose complexity has defeated attempts to automate it. We suggest using probability in a Bayesian sense to model the uncertainty arising from the vast complexity of the game tree. We present a simple conditional Markov random field model for predicting the pointwise territory outcome of a game. The topology of the model reflects the spatial structure of the Go board. We describe a version of the Swendsen-Wang process for sampling from the model during learning and apply loopy belief propagation for rapid inference and prediction. The model is trained on several hundred records of professional games. Our experimental results indicate that the model successfully learns to predict territory despite its simplicity.


Modelling Uncertainty in the Game of Go

Stern, David H., Graepel, Thore, MacKay, David

Neural Information Processing Systems

Go is an ancient oriental game whose complexity has defeated attempts to automate it. We suggest using probability in a Bayesian sense to model the uncertainty arising from the vast complexity of the game tree. We present a simple conditional Markov random field model for predicting the pointwise territory outcome of a game. The topology of the model reflects the spatial structure of the Go board. We describe a version of the Swendsen-Wang process for sampling from the model during learning and apply loopy belief propagation for rapid inference and prediction. The model is trained on several hundred records of professional games. Our experimental results indicate that the model successfully learns to predict territory despite its simplicity.