Computer Go: A Grand Challenge to AI
Abstract
The oriental game of Go is among the most tantalizing unconquered challenges in artificial intelligence after IBM's DEEP BLUE beat the world Chess champion in 1997. Its high branching factor prevents the conventional tree search approach, and long-range spatiotemporal interactions make position evaluation extremely difficult. Thus, Go attracts researchers from diverse fields who are attempting to understand how computers can represent human playing and win the game against humans. Numerous publications already exist on this topic with different motivations and a variety of application contexts. This chapter surveys methods and some related works used in computer Go published from 1970 until now, and offers a basic overview for future study. We also present our attempts and simulation results in building a non-knowledge game engine, using a novel hybrid evolutionary computation algorithm, for the Capture Go game.
Recommended Citation
X. Cai and D. C. Wunsch, "Computer Go: A Grand Challenge to AI," Challenges for Computational Intelligence (Studies in Computational Intelligence, vol. 63), pp. 443 - 465, Springer-Verlag, Jan 2007.
The definitive version is available at https://doi.org/10.1007/978-3-540-71984-7_16
Department(s)
Electrical and Computer Engineering
Keywords and Phrases
Computational intelligence
International Standard Book Number (ISBN)
978-3540719830
International Standard Serial Number (ISSN)
1860-949X
Document Type
Book - Chapter
Document Version
Citation
File Type
text
Language(s)
English
Rights
© 2007 Springer-Verlag, All rights reserved.
Publication Date
01 Jan 2007