English

The Go Transformer: Natural Language Modeling for Game Play

Computation and Language 2020-09-09 v3 Machine Learning

Abstract

This work applies natural language modeling to generate plausible strategic moves in the ancient game of Go. We train the Generative Pretrained Transformer (GPT-2) to mimic the style of Go champions as archived in Smart Game Format (SGF), which offers a text description of move sequences. The trained model further generates valid but previously unseen strategies for Go. Because GPT-2 preserves punctuation and spacing, the raw output of the text generator provides inputs to game visualization and creative patterns, such as the Sabaki project's game engine using auto-replays. Results demonstrate that language modeling can capture both the sequencing format of championship Go games and their strategic formations. Compared to random game boards, the GPT-2 fine-tuning shows efficient opening move sequences favoring corner play over less advantageous center and side play. Game generation as a language modeling task offers novel approaches to more than 40 other board games where historical text annotation provides training data (e.g., Amazons & Connect 4/6).

Keywords

Cite

@article{arxiv.2007.03500,
  title  = {The Go Transformer: Natural Language Modeling for Game Play},
  author = {Matthew Ciolino and David Noever and Josh Kalin},
  journal= {arXiv preprint arXiv:2007.03500},
  year   = {2020}
}

Comments

8 Pages, 5 Figures, 1 Table, IEEE Format, Ai4i 2020

R2 v1 2026-06-23T16:55:13.497Z