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computergo計算機圍棋(計算機圍棋計算機圍棋)ThisarticleiscontributedbychjingshPptdocumentsmayexperiencepoorbrowsingontheWAPside.ItisrecommendedthatyoufirstselectTXT,ordownloadthesourcefiletothelocalview.TheevolutionanddevelopmentofcomputergoprogrammingDepartmentofinformationtechnology,overseasChineseLightTechnologyInstituteComputergames(ComputerGamegames)(Computergames)Artificialintelligence(ArtificialIntelligent)inthefieldofartificialintelligence(ArtificialIntelligent)isoneofthefieldsthatcomputerprogramscanhaveonanalysisability,reversi,andbackgammon,chess,chess,goandsoon.Forexample:YichessprogrambyIBMsupercomputerresearchanddevelopment:developedbyIBMsupercomputerchessprogram"blue”(DeepBlue),defeatedin1997whentheblue"(DeepBlue),in1997defeatedthecontemporaryworldchampionCasparLove(Kasparov).TheworldchampionJunCasparLove(Kasparov).IntroductiontocommonboardgamesReversiReversi(Othello)(Othello)(Go(Go-moku)331331chesschess(Chess)(Chess)(Chinese(ChineseChesschesschesschess(six)Connectsix(Connect6)chesschesschess(Go)(Go)Commonmisconceptions11:computerprogramonmisunderstandingmisunderstandingcanbeenteredintothecomputerchessalloverthebrain.Therefore,22:computercalculationspeedofmisunderstandingmisunderstandingtoofast,peoplewillnotwinthecomputer,soallofthegamemustbecomputerwin.A33:misunderstandingmisunderstandingisJohnson'schessprogrammer,todesignaapowerfulthanhechessprogram.EstimationofchesscomplexityUsuallyachessgameafterabout40rounds(usually80stepchessafterabout40rounds(80steps)togetthefinalresult.Allmovesperturnoutanaverageofabout45.Allmovesperturnoutanaverageofabout45.Thecomplexityoftheroughestimate:45*45*45*...45*45*45*...*45=4580,afterfinallyconsideringremovingsomesymmetricalrepeats,finetuneituptoabout10,about10150.finetunedHowdifficultgameanalysisBackgammon,backgammon,chess,chess,goComplexityOnethousandandfiftyOnethousandandeightyTenthousandonehundredandtwenty-threeTenthousandonehundredandfiftyTenthousandandsevenhundredThestrongestofallhumansisdefinitelyaboutstrongNoFarlesshumanComputervs.humanbrainComputeradvantage:Theoperationspeedisveryfast,canmemorizealargeamountofdata,willnothavetheemotionalinfluenceHumanbraindominance:Withkeenintuition,experiencecanbeaccumulatedintoknowledgeThetheoreticalbasisofcomputergamesGametree(Gamegametree(Game,Tree)maximumandminimumsearch(Minimaxmaximum,minimumsearch)(Minimax,Search),alpha-beta,pruning,Iterative,deepening,searchGametree(Gamegametree(GameTree)Acomputerprogramwillfirstofallpossiblewayout,andthentrytolookaround;andthentheothermaygoallalsosortedout,thengotolookaround.Sorepeatedly,untilsomeconditionsdidnotstop,andthenthroughtheevaluationfunctionevaluation,andthenselectthebestonefromthehanduserecursivecallconcept.Theexecutiontimeisusuallyquitelong.Thedebuggingworkisnoteasy.GametreeconceptmapOurhandsareonhandEnemyhandOurhandsareonhandWinFiftyEightyLose-5WinTwentyFortyZeroNinetyThetrialfunction(Evaluation)function(Evaluation)Theextenttoassessthesituationinthegameinthetree(theextenttoassessthesituationinthegameinthetree(assumingapositivevalueindicatesourdominant,dominantnegativerepresentstheabsolutevalueofthesizeoftheenemy,onbehalfofadvantagedegree)theabsolutevaluerepresentsthedegreeofsizeadvantage).應氏杯(1985?2000)應氏杯(1985?2000)計算機奧林匹克比賽(1990?)培養杯富士達杯(1995?2000)應氏杯早中期程式水平1990年后程式水平1990年后程式水平具有棋塊概念地域認知能力多目標搜尋系統靜態死活分析能力眼位分析能力死活知識庫建立目前最強圍棋程式handtalk:廣東中山大學陳志行教授研發handtalk:廣東中山大學陳志行教授研發蒙格:為法國程式工程師Sylvain凝膠與蒙格:為法國程式工程師Sylvain凝膠與造王所研發王所研發瘋狂的石頭:為法國程式工程師REMI石:為法國程式工程師REMICoulon所研發Coulon所研發去北卡大學陳克訓教授研發智力:智力:北卡大學陳克訓教授研發綾:日本學者研發綾:日本學者研發gnugo:是個開放程式讓大家研發的程式gnugo:是個開放程式讓大家研發的程式電腦圍棋的物件階層棋子(石)棋子(石)棋串(塊)棋串(塊)棋鏈(鏈)棋鏈(鏈)棋塊(集團)棋塊(集團)勢カ影響值作法:利用每個棋子對於周圍具有或多或少影響力的概念,去計算盤面的勢カ值。目的:辨識雙方勢カ強弱用於設定棋塊范圍預估雙方可能地域協助判斷棋塊安危4、5、12、4、8、16、6、12、5、6、12、24、32、24、6、8、16、32、12、32、32、16、8、4、6、24、32、12、24、12、6、5、12、6、16^8、6、4、12、6、5勢カ影響值應用實例(1)(1)勢カ影響值應用實例-5-6-12-18-17-16-12-5-6-1-3-8-1428-5062-5132-17-3-8-6-60-32-11-40-6-7-512、44、48、36、36、61、35、42、34、34、24、30、12、168-22-22-841-10-30-34-2116-34-65-53-24-8-59-72-56-2724-18-54-68-46-2016-17-38-44-24-117-7-22-20-110勢カ影響值應用實例(2)(2)勢カ影響值應用實例05616816282835204844456805000048006000518、36、45、34、37、49、40、47、48、54、42、61、31、431210171-3-16-121-41-30-12-4-21-45-50-42-21-14-14-30-60-25-44-20-17-19-13-30-34-21-31-175-29-30-29-12棋串設定方法使用圖形連通的DFS演算法使用圖形連通的DFS演算法對每個棋串記錄其子數,棋子位置,氣數,氣點位置,相鄰敵方棋串等資訊棋鏈的種類尖(黑▲)黑▲)扳(白)跳(黑@)黑@)飛(白口)白口)棋塊『連通』棋塊『連通』的條件同色棋子同色棋鏈空點強勢點敵方死子棋塊的范圍與地域辨識棋塊的地域認定邊界點:棋塊最外層的棋子或空點,潛力點:由邊界空點向內推ー層,代表可能成為地域的點,地域點:棋塊內部空點或敵方死子,可視為確定地棋塊安危認定原則初步認定:棋塊的地域點是否足夠棋塊是否被包圍棋塊的潛力點個數多寡詳細認定:靜態死活分析周圍有無敵方的危險或死亡棋塊專家棋士下棋的思路敏銳的棋塊安危感覺直接進攻,聲東擊西,纏繞攻擊,Makeadoubleclick,trytosettledown,widentheoutlet,andattacktheguardAfterin-depththinkingstreamlinechesspointsinreactionStaticlifedeathanalysisObjective:totakenosearchway,directlyfromtheobjective:takenosearchway,directlyfromthegeographicalpointofachesspieceofeyepositionanalysis,todeterminetheblocklife.Therequiredinformation:numberofchesspiecegeographicalposition,thetrueeyeshape,thereareinvinciblesideofdeath.Thereisnocentralposition.Therequiredtechnology:professionalgoknowledge,accurateanalysisandinductiveability,constantlyrepeatedtestManualselectionsystemHandselectmodule:Chessblock,lifeanddeathchessblock,attackanddefenseconnection,breakchessstring,eatescapearea,seizeInordertoestimatethenumberofentryaswithfractionaldegree:8atpresentthebranchbranch:8JudgementfunctionAchesspiecetodeterminethemeshintothesurroundingregionmayblocktherangeanddegreeofpotentialsafetyhazardonthesizeofchesschesschesshavenodefectintheblockGlobalsearchinfrastructureGame,Tree,structure,Minimax,search-alpha-beta,pruning,Depth:,Depth:6,Width:,Width:8,,other,skillsTheideaofchessChessstyle(Pattern)ApplicationexampleDirectionchangeofchessstyleChessstyleretrievalClassificationofchessformsClassifiedinchessterms(inproduction),classifiedintermsofchess(whenmaking)Accordingtotherelativepositionalrelationofthechessmen,suchassharp,jumping,flying,long,pull,tigerClassificationbychessuse(inapplication)bychessuse(whenapplied)Accordingtothefunctionandmeaningofpoints,suchas1inking,splitting,enlarging,pressingandreshapingChessgradeEmergency:belongtoconnection,breakingsuchimportantchess:mostlysurrounded,andanimportantbreakthrough,theexpansionofclassoppressionchess:belongtothecommonlaw,isnotparticularlyimportantbutalsoquitepractical:belongtospecialcircumstances,theuseofmanual,mostofthemhaveJonesmeansAchessstyle(pattern)representationofachessstyle(pattern)representation X.__0.@X? 333364800Aspecialconditioninachessstyle X X.00X MatchingandGood3333114800MatchingbutBadChesssourceinstancesystemSystemtoolprogramObjective:tohelpdeveloptheprogramsystemfeaturesofweiqi:AlltheexpertsexperiencetosummarizeanalysisonaccuracyandefficiencywithoutanysearchorwithoutanysearchorrecursiverecursiveAvoidgettingintosubproblemsExamplesof,/flappinghand"solutionsaregivenDeterminationofthesafetyofchessstringChessonsafetythatblocktherecognitionofsafety=>:DynamicattackanalysisandsearchsystemofstaticsafetyanalysissystemEfficiencycomparison:Accuracy:dynamic(9accuracy:dynamic(9)>static(7~8)static(78intospeed:static)dynamicsSafetyanalysisofstaticchessstringChessstringsafetylevel:LIBERTYSAFE:timeenoughandisdeemedsafeenough.LIBERTYSAFE:daysandisdeemedsafe.CAREFUL:issafe,butaslightuneasiness.CAREFUL:issafe,butaslightuneasiness.DANGEROUS:daysfor2?3gas,andwithsomeDANGEROUS:timefor23gas,andwithsomeriskfactors(gastooclosetotheendplate,...Riskfactor(gaspointistooclosetodiskend,...(VERYDANGEROUS:)therisklevelisveryhigh,accompaniedbyaveryhighrisklevelofVERYDANGEROUS:,accompaniedbymoreriskfactors.EXPIRED:only1EXPIRED:,only1gas,not"anti"chessstringChessstring,safetyanalysis,judgmentfactorThenumberofpointsaroundthegamemixesupgasgasaroundthegasisinvincibleinvinciblesubchesschainhasnofriendlysupportchessinfluencevaluechainStaticanalysisofchessstringsafetyChessstringattackandkillsearchsystemLookingforthetwosidesofthetargetstringsattack(Killer)isresponsiblefortheattacktargetstringsattack(Killer)isresponsiblefortheattackonthedefendingtargetchess(Defender)inchargeoftherescuetargetstringsdefenders(Defender)responsiblefortherescuetargetstringsrecursivecallgametreebothoffensiveanddefensiveformationproducedbyAND-ORgenerateddecisiondecisionAND-ORBooleanvalueTruerepresentsstringsecurity,Truerepresentsstringsecurity,BooleanvalueFalserepresentsstringstring,andeatingFalsestandsforstringstringtobeeatenKiller(AND)1,Defender(OR),T,Killer(AND),T,Defender(OR),F,T,F,,F,T,FTstandsforsafety,FstandsforeatingFFTWaystoimprovesearchefficiencySettingthepriorityofthehandselectionwillmakethebetterhandsearchfirst,andreducethebranch(chessstepselection)ClassificationofKillerMoves,classificationofMovesDirect,tight,air,avoid,no,attack,link,link,,,丄?,,zz.zzzz zzzzzz/zz 」z,ヽzz zzstring,string,escape,our(surround),escape,“our”(chess),"chess","attack","killersystem",testcasePrincipleoftighteninggasThelongerthetargetchessstringis,thelongertheairwillbe,thebettertheprioritywillbeFlutterThepiecesintotheothersideofHukou,forcingtheothertomentioneat,canquicklycutouttheotherway.SurroundTheuseof"chain"surroundedbystringstoblocktargetstringsaslongasthetargethasnotbeenblocked,andthenumberislowerthanthesecuritynumber,issurroundedbythepriorityisrelativelyhigh.Priorityisrelativelyhigh.AttacklinkchainBreaklinks;linklinks;side1inks;chainsofchessstringsAnexampleofhowtopackourgostringTheimportanceofrescuemethodsProcessingwithoutentryTheconnectionwillbebroughttothepointofeating(Bpoints)(Bpoints,theenemy,scontactisdead,chessstringoftightgas(Cpoints)(Cpoints)TesujisexampleSetfootinthefrontlineSystemtestparadigmStaticlifeanddeathanalysissystemConcept:inthechessareaaftertheidentification,accordingtotherelevantinformationofchessinablock,with"no"insearchofrelevantinformation,to"search"waytoanalysisthechesspieceofeyeposition.Objective:inordertoimprovethesearchefficiency,fasterspeedevaluationfunctiontojudgethesituation.NoundefinitionsEyeregion(EyeRegion):referstoasinglepieceinchesseyeregion(EyeRegion):referstotheformationofasetofindependentandconnectedthegeographicalscopeofchessblock.Eyelocus(EyePoint):referstotheeyesitescontainingtheeyeregionofEye(Point):referstoalltheemptypointortheenemycontainstheeyeregioninthedeadposition.Eyenumber(Eyenumber):referstotheeyeregionReyenumber(Eyenumber):referstocontaintheeyeregioninReyes(Reyeswithdigitnumber(Re).Chesspieceeyenumber=sigma=SigmaRechesspieceeyenumberExampleofchessbitsizecalculationTherangeofeyepositionwas1(A):0.5eyeswere3(D,E):1Therangeofeyepositionwas2(B,C):0dangerousChessblocks,eyebits=0.5+0+1=1.5EyesiteanalysisfactorLocation:area,potentialpointsandboundaryshape:trueeyes,eyeshalfeye,eyestate:empty,enemydeathStaticlifeanddeathanal

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