Published online by Cambridge University Press: 28 February 2011
Keeping the initiative, i.e., playing sente moves, is important in the game of Go. This paper presents a search algorithm for verifying that reaching a goal is sente on another goal. It also presents how goals are evaluated. The evaluations of the goals are based on statistics performed on almost random games. Related goals, such as goals and associated threatened goals, are linked together to form simple subgames. An approximation of the temperature is computed for each move that plays in a simple subgame. The move with the highest temperature is chosen. Experimental results show that using the method improves a Go program.
If White plays at H, G and H are connected. Playing at H also threatens to connect H and L. However the connection between G and H is not sente on the connection between H and L: if White plays at H, Black answers at L, and White has to play at J to keep G and H connected. We say the connection between G and H is not sente on the connection between H and L.
On the other hand, for Black, the connection between I and J is sente on the connection between J and K. If Black plays at J, I and J are connected. Playing at J also threatens to connect J and K. The connection (I,J) is sente on the connection (J,K) because whatever White plays after Black J, either it does not threaten the connection between I and J, or it threatens it, but Black has an answer that both connects I and J, and keeps the threat of connecting J and K.
A common approach to Go programming is to compute the status of tactical goals. Examples of tactical goals are connecting two strings, capturing a string or making a group live. The status of a tactical goals is assessed using heuristic search. Once unsettled goals are found, they are evaluated and the one with the highest evaluation is played. Recently, I have shown how to evaluate unsettled goals using a Monte-Carlo approach [Cazenave and Helmstetter 2005a]. It consists in evaluating an unsettled goal with the average of the random games where it has been reached. I build on this approach in this paper.
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