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Game solving is a similar, yet more difficult task than mastering a game. Solving a game typically means to find the game-theoretic value (outcome given optimal play), and optionally a full strategy to follow in order to achieve that…

Artificial Intelligence · Computer Science 2023-11-14 Ti-Rong Wu , Hung Guei , Ting Han Wei , Chung-Chin Shih , Jui-Te Chin , I-Chen Wu

Game solving aims to find the optimal strategies for all players and determine the theoretical outcome of a game. However, due to the exponential growth of game trees, many games remain unsolved, even though methods like AlphaZero have…

Artificial Intelligence · Computer Science 2025-10-02 Chi-Huang Lin , Ting Han Wei , Chun-Jui Wang , Hung Guei , Chung-Chin Shih , Yun-Jui Tsai , I-Chen Wu , Ti-Rong Wu

Go gaming is a struggle between adversaries, black and white simple stones, and aim to control the most Go board territory for success. Rules are simple but Go game fighting is highly intricate. Stones placement and interaction on board is…

Artificial Intelligence · Computer Science 2018-03-19 Didier Barradas-Bautista , Matías Alvarado

Real-time heuristic search algorithms satisfy a constant bound on the amount of planning per action, independent of problem size. As a result, they scale up well as problems become larger. This property would make them well suited for video…

Artificial Intelligence · Computer Science 2014-01-17 Vadim Bulitko , Yngvi Björnsson , Ramon Lawrence

Given a series of photographs taken during a Go game, we describe the techniques we successfully employ for pinpointing the grid lines of the Go board and for tracking their small movements between consecutive photographs; then we discuss…

Computer Vision and Pattern Recognition · Computer Science 2018-04-23 Mario Corsolini , Andrea Carta

This paper analyzes the behavior of solving Life-and-Death (L&D) problems in the game of Go using current state-of-the-art computer Go solvers with two techniques: the Relevance-Zone Based Search (RZS) and the relevance-zone pattern table.…

Artificial Intelligence · Computer Science 2025-12-29 Chung-Chin Shih , Ti-Rong Wu , Ting Han Wei , Yu-Shan Hsu , Hung Guei , I-Chen Wu

Go gaming is a struggle for territory control between rival, black and white, stones on a board. We model the Go dynamics in a game by means of the Ising model whose interaction coefficients reflect essential rules and tactics employed in…

Artificial Intelligence · Computer Science 2017-10-23 Matías Alvarado , Arturo Yee , Carlos Villarreal

While the game Connect-Four has been solved mathematically and the best move can be effectively computed with search based methods, a strong solution in the form of a look-up table was believed to be infeasible. In this paper, we revisit a…

Artificial Intelligence · Computer Science 2025-07-09 Markus Böck

Our paper explores the game theoretic value of the 7-in-a-row game. We reduce the problem to solving a finite board game, which we target using Proof Number Search. We present a number of heuristic improvements to Proof Number Search and…

Artificial Intelligence · Computer Science 2021-07-13 Domonkos Czifra , Endre Csóka , Zsolt Zombori , Géza Makay

Strong solving of perfect-information games certifies optimal play from every reachable position, but the required state-space coverage is often prohibitive. Weak solving is far cheaper, yet it certifies correctness only at the initial…

Artificial Intelligence · Computer Science 2026-03-27 Hiroki Takizawa

Kill-all Go is a variant of Go in which Black tries to capture all white stones, while White tries to survive. We consider computational complexity of Kill-all Go with two rulesets, Chinese rules and Japanese rules. We prove that: (i)…

Computational Complexity · Computer Science 2019-11-27 Zhujun Zhang

Existing language agents often encounter difficulties in dynamic adversarial games due to poor strategic reasoning. To mitigate this limitation, a promising approach is to allow agents to learn from game interactions automatically, without…

Computation and Language · Computer Science 2025-10-21 Yikai Zhang , Ye Rong , Siyu Yuan , Jiangjie Chen , Jian Xie , Yanghua Xiao

Since Pokemon Go sent millions on the quest of collecting virtual monsters, an important question has been on the minds of many people: Is going after the closest item first a time-and-cost-effective way to play? Here, we show that this is…

Artificial Intelligence · Computer Science 2016-08-23 Andrej Gajduk

Tic Tac Toe is amongst the most well-known games. It has already been shown that it is a biased game, giving more chances to win for the first player leaving only a draw or a loss as possibilities for the opponent, assuming both the players…

Artificial Intelligence · Computer Science 2023-03-15 Bhavuk Kalra

Recent superhuman results in games have largely been achieved in a variety of zero-sum settings, such as Go and Poker, in which agents need to compete against others. However, just like humans, real-world AI systems have to coordinate and…

Artificial Intelligence · Computer Science 2019-12-06 Adam Lerer , Hengyuan Hu , Jakob Foerster , Noam Brown

In two previous papers [arXiv:1508.03269, arXiv:1701.05419] we described the techniques we employed for reconstructing the whole move sequence of a Go game. That task was at first accomplished by means of a series of photographs, manually…

Computer Vision and Pattern Recognition · Computer Science 2018-07-05 Mario Corsolini , Andrea Carta

Game theory is appropriate for studying cyber conflict because it allows for an intelligent and goal-driven adversary. Applications of game theory have led to a number of results regarding optimal attack and defense strategies. However, the…

Cryptography and Security · Computer Science 2015-11-16 Erik M. Ferragut , Andrew C. Brady , Ethan J. Brady , Jacob M. Ferragut , Nathan M. Ferragut , Max C. Wildgruber

We construct a symmetric, simultaneous, deterministic evolution game $SGo$, which is in a certain mathematical sense a symmetrization of the classical board game Go. $SGo$ is in some ways a simpler game than Go, as Komi, Ko and suicide…

Computer Science and Game Theory · Computer Science 2025-08-13 Yasha Savelyev

We propose a multiple-komi modification of the AlphaGo Zero/Leela Zero paradigm. The winrate as a function of the komi is modeled with a two-parameters sigmoid function, so that the neural network must predict just one more variable to…

Artificial Intelligence · Computer Science 2019-11-28 Francesco Morandin , Gianluca Amato , Rosa Gini , Carlo Metta , Maurizio Parton , Gian-Carlo Pascutto

The game of Go has a long history in East Asian countries, but the field of Computer Go has yet to catch up to humans until the past couple of years. While the rules of Go are simple, the strategy and combinatorics of the game are immensely…

Artificial Intelligence · Computer Science 2019-07-12 Jeffrey Barratt , Chuanbo Pan
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