Microsoft Research Takes On Go
mikejuk writes "Microsoft Research has used F# and AI to implement a consumer-quality game of Go — arguably the most difficult two-person game to implement. They have used an interesting approach to the problem of playing the game, which is a pragmatic cross between tree search with pruning and machine learning to spot moves with a 'good shape.' The whole lot has been packaged into an XNA-based game with a story."
Go is not a game because it does not have rules that are clearly interpretable, except the new Tromp/Taylor rules.
One sign of this is that Japanese monks have for about 400 hundred years quarreled about how certain patterns should be interpreted.
When I started to learn the game, I was told that it was exceedingly simple, but learned that there was a thick book of how to interpret patterns, which obviously is not simple. And after playing it a little, and thinking about it, it became apparent to me that there were end game effects that were simply ignored. The Japanese versus Chinese "rules" give very different endgames, but the practice is to simply ignore that and pretend there is no problem. One just stops when the players agree that the rest of the game would be obvious and boring, without that necessarily being true.
Robert Jasiek has done extensive analysis of Go, and seems to be the only one actually understanding the game as it is played in practice.
Here are a short list of the major mistakes that Go rulesets contain.
Here are lots of short analyses of different scoring methods.
Here are some game patterns that give different problems in different rulesets.
When it is not even possible to analyze parts of games then true optimal play regresses to quarreling about it, which is precisely what the Japanese tradition has done for at least some hundred years. Robert Jasiek has made the only consistent interpretation of the Japanese "rules", and it is somewhat insane to read, with 3 levels of recursion. It means that instead of there just being an ordinary game tree, the rules at each node in the game tree are determined by hypothetical game trees at these nodes, and the same goes for the hypothetical game trees. Gaaahrgle!
Those programming Go players typically do statistics on games played by humans instead of having a scoring function, or they use the Tromp/Taylor rules.
So Go is riddled with quarrels and pretense. Not a game in practice. More like politics, or Zen.
Kim0+
I got excited when I saw the story. Sigh. This won't appeal to people who already play Go. It may appeal to people who have never played. I'm guessing that the game itself won't produce many more Go players. On the other hand, people may read the story on Slashdot and become curious.
It is relatively easy to beat the existing Go games on a 19x19 board. On the other hand, the existing games are OK on a 9x9 board. On the smaller board, tactics rule. On the full size board, strategy rules. If you make a mistake on the small board, you will be ruthlessly punished.
What does "beat" mean in Go? In Go, it is possible for an expert and a beginner to have a satisfying game. The weaker player gets to place a certain number of stones on the board before the stronger player makes his first move. The handicap system is pretty reliable and is part of Go culture. If they are properly handicapped, the weaker player will beat the stronger player 50% of the time.
If we want to seriously talk about how strong a computer game is, we have to talk about handicap. A computer game that needs only a one stone handicap to keep up with an expert would be exciting. With a zero stone handicap, it wouldn't sound very good because it would lose most of the time. Currently, the best programs, running on heavy duty computers, can keep up if they are given a six or seven stone handicap. Wiki
Go's a pretty cool game, but maybe some of you have heard of Chess? It involves pieces that can do a lot of interesting moves and some of the existing boards out there can be incredibly ornate.
Sorry, I wanted to be the equivalent of "That Guy" that shows up to discuss Go every time there's a chess story anywhere on the planet.
Monte Carlo
Yes, it's just a variant of Monte Carlo, but don't knock it. Recent programs implementing the algorithm have improved their handicaps by up to 5 stones, which is huge. The top bots at the KGS Go server are now ranked up to 4 dan (like a good amateur player) in games against humans.
You may want to read this short article in the Guardian about these recent improvements in the MoGo go bot. In October 2009 (6 months after this article appeared) a version of MoGo finally beat a top-ranking (9 dan) professional in an even game on a 9x9 board.
This article reads like a commercial without any scientific background w.r.t. the algorithms used. They even state it does not perform as well as other available programs.
Still, interested giving the game a try? It is really simple.
Start here to learn the rules: http://playgo.to/iwtg/
Like the problem solving, this is a good site for problems: http://goproblems.com/ Note, 30kyu problems are the easiest, then 25kyu etc. Hardest are the dan problems. (Believe me, they are really difficult)
Want to play against the computer? GnuGo is your friend> http://www.gnu.org/software/gnugo/gnugo.html
Playing against real oponents on the web, there are 2 options: Turn-based (the slow progress variant) or real-time. I can recommend for the turn-based variant Dragon Go Server and Online Go Server: http://www.dragongoserver.net/ http://www.online-go.com/
Personally, I'm not into real-time, but KGS is an alternative: http://www.gokgs.com/ Note, people might not always be in the mood for chatting here.
Getting hooked, try to find a local club or check for players in your neighbourhood: http://igolocal.net/
Have fun.