A Middle Game Search Algorithm Applicable to Low-Cost Personal Computer for Go
Go Artificial Intellects(AIs) using deep reinforcement learning and neural networks have achieved superhuman performance, but they rely on powerful computing resources. They are not applicable to low-cost personal computer(PC). In our life, most entertainment programs of Go run on the general PC. A...
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doaj-d2b14378640748d9af01f67de182a36e2021-03-29T23:24:30ZengIEEEIEEE Access2169-35362019-01-01712171912172710.1109/ACCESS.2019.29379438817933A Middle Game Search Algorithm Applicable to Low-Cost Personal Computer for GoXiali Li0Zhengyu Lv1Song Wang2Zhi Wei3Xiaochuan Zhang4Licheng Wu5https://orcid.org/0000-0001-5739-634XSchool of Information Engineering, Minzu University of China, Beijing, ChinaSchool of Information Engineering, Minzu University of China, Beijing, ChinaSchool of Information Engineering, Minzu University of China, Beijing, ChinaDepartment of Computer Science, New Jersey Institute of Technology, Newark, NJ, USASchool of Artificial Intelligence, Chongqing University of Technology, Chongqing, ChinaSchool of Information Engineering, Minzu University of China, Beijing, ChinaGo Artificial Intellects(AIs) using deep reinforcement learning and neural networks have achieved superhuman performance, but they rely on powerful computing resources. They are not applicable to low-cost personal computer(PC). In our life, most entertainment programs of Go run on the general PC. A human Go master consider different strategies for different stages, especially for the middle stage that has a significant impact on winning or losing. To study arguably a more humanlike approach that is applicable to low-cost PC while not reducing chess power, this paper proposes a new search algorithm based on hypothesis testing and dynamic randomization for the middle stage of the game Go. Firstly, a new method to decide the intervals of different playing stages more reasonable based on hypothesis testing is proposed. Secondly, a new search algorithm including a layered pruning branch method, a comprehensive evaluation function and a new selecting node method is proposed. The pruning method based on domain knowledge and upper confidence bound formula(UCB) are all applied to subtract the branches from the lower evaluation score, which was ranked behind 20%. The comprehensive evaluation function with adjustable parameters is proposed to evaluate the tree nodes after pruning. The new selecting node method based on dynamic randomization is used to expand the tree by selecting a node randomly from the high-quality node interval. Finally, the experimental results show that the designed algorithm outperforms Gnugo3.6 and Gnugo3.8 in chess power while reducing average search time and average RAM cost for one move effectively on a 19×19 board.https://ieeexplore.ieee.org/document/8817933/Gosearch algorithmMCTSUCThypothesis testdynamic randomization |
collection |
DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
Xiali Li Zhengyu Lv Song Wang Zhi Wei Xiaochuan Zhang Licheng Wu |
spellingShingle |
Xiali Li Zhengyu Lv Song Wang Zhi Wei Xiaochuan Zhang Licheng Wu A Middle Game Search Algorithm Applicable to Low-Cost Personal Computer for Go IEEE Access Go search algorithm MCTS UCT hypothesis test dynamic randomization |
author_facet |
Xiali Li Zhengyu Lv Song Wang Zhi Wei Xiaochuan Zhang Licheng Wu |
author_sort |
Xiali Li |
title |
A Middle Game Search Algorithm Applicable to Low-Cost Personal Computer for Go |
title_short |
A Middle Game Search Algorithm Applicable to Low-Cost Personal Computer for Go |
title_full |
A Middle Game Search Algorithm Applicable to Low-Cost Personal Computer for Go |
title_fullStr |
A Middle Game Search Algorithm Applicable to Low-Cost Personal Computer for Go |
title_full_unstemmed |
A Middle Game Search Algorithm Applicable to Low-Cost Personal Computer for Go |
title_sort |
middle game search algorithm applicable to low-cost personal computer for go |
publisher |
IEEE |
series |
IEEE Access |
issn |
2169-3536 |
publishDate |
2019-01-01 |
description |
Go Artificial Intellects(AIs) using deep reinforcement learning and neural networks have achieved superhuman performance, but they rely on powerful computing resources. They are not applicable to low-cost personal computer(PC). In our life, most entertainment programs of Go run on the general PC. A human Go master consider different strategies for different stages, especially for the middle stage that has a significant impact on winning or losing. To study arguably a more humanlike approach that is applicable to low-cost PC while not reducing chess power, this paper proposes a new search algorithm based on hypothesis testing and dynamic randomization for the middle stage of the game Go. Firstly, a new method to decide the intervals of different playing stages more reasonable based on hypothesis testing is proposed. Secondly, a new search algorithm including a layered pruning branch method, a comprehensive evaluation function and a new selecting node method is proposed. The pruning method based on domain knowledge and upper confidence bound formula(UCB) are all applied to subtract the branches from the lower evaluation score, which was ranked behind 20%. The comprehensive evaluation function with adjustable parameters is proposed to evaluate the tree nodes after pruning. The new selecting node method based on dynamic randomization is used to expand the tree by selecting a node randomly from the high-quality node interval. Finally, the experimental results show that the designed algorithm outperforms Gnugo3.6 and Gnugo3.8 in chess power while reducing average search time and average RAM cost for one move effectively on a 19×19 board. |
topic |
Go search algorithm MCTS UCT hypothesis test dynamic randomization |
url |
https://ieeexplore.ieee.org/document/8817933/ |
work_keys_str_mv |
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