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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Main Authors: Xiali Li, Zhengyu Lv, Song Wang, Zhi Wei, Xiaochuan Zhang, Licheng Wu
Format: Article
Language:English
Published: IEEE 2019-01-01
Series:IEEE Access
Subjects:
Go
UCT
Online Access:https://ieeexplore.ieee.org/document/8817933/
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spelling 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/
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