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Review: Computer Go 1984–2000

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Computers and Games (CG 2000)

Part of the book series: Lecture Notes in Computer Science ((LNCS,volume 2063))

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Abstract

Computer Go is maybe the biggest challenge faced by game programmers. Despite considerable work and much progress in solving specific technical problems, overall playing strength of Go programs lags far behind most other games. This review summarizes the development of computer Go in recent years and points out some areas for future research.

Acknowledgement and Web Reference

Parts of this revieware based on a forthcoming detailed survey paper Computer Go [6], to appear in a special issue ofArtificial Intelligence Journal on the state of the art in computer game-playing.The web page http://www.cs.ualberta.ca/~mmueller/cgo/survey contains further information.

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References

  1. R. Bozulich. The Go Players Almanac. Ishi Press, Tokyo, 1992.

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  2. J. Burmeister and J. Wiles. AI techniques used in computer Go. In Fourth Conference of the Australasian Cognitive Science Society, Newcastle, 1997.

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  5. D. Levy, editor. Computer Games I+II. Springer Verlag, 1988.

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  6. M. Müller. Computer Go, 2000. Artificial Intelligence, 2001. To appear.

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  7. B. Wilcox. Computer Go. In D.N.L. Levy, editor, Computer Games, volume 2, pages 94–135. Springer-Verlag, 1988.

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  8. T. Wolf. Forward pruning and other heuristic search techniques in tsume go. Information Sciences, 122:59–76, 2000.

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© 2001 Springer-Verlag Berlin Heidelberg

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Müller, M. (2001). Review: Computer Go 1984–2000. In: Marsland, T., Frank, I. (eds) Computers and Games. CG 2000. Lecture Notes in Computer Science, vol 2063. Springer, Berlin, Heidelberg. https://doi.org/10.1007/3-540-45579-5_27

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  • DOI: https://doi.org/10.1007/3-540-45579-5_27

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  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-43080-3

  • Online ISBN: 978-3-540-45579-0

  • eBook Packages: Springer Book Archive

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