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Using Artificial Boundaries in the Game of Go

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Book cover Computers and Games (CG 2008)

Part of the book series: Lecture Notes in Computer Science ((LNTCS,volume 5131))

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Abstract

Local search in the game of Go is easier if local areas have well-defined boundaries. An artificial boundary consists of temporarily added stones that close off an area. This paper describes a new general framework for finding boundaries in a way such that existing local search methods can be used. Furthermore, by using a revised local UCT search method, it is shown experimentally that this framework increases performance on local Go problems with open boundaries.

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H. Jaap van den Herik Xinhe Xu Zongmin Ma Mark H. M. Winands

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© 2008 Springer-Verlag Berlin Heidelberg

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Zhao, L., Müller, M. (2008). Using Artificial Boundaries in the Game of Go. In: van den Herik, H.J., Xu, X., Ma, Z., Winands, M.H.M. (eds) Computers and Games. CG 2008. Lecture Notes in Computer Science, vol 5131. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-87608-3_8

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  • DOI: https://doi.org/10.1007/978-3-540-87608-3_8

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-87607-6

  • Online ISBN: 978-3-540-87608-3

  • eBook Packages: Computer ScienceComputer Science (R0)

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