Abstract
Move patterns are an essential method to incorporate domain knowledge into Go-playing programs. This article presents a new Bayesian technique for supervised learning of such patterns from game records. The technique is based on a generalization of Elo ratings. Each sample move in the training data is considered as a victory of a team of pattern features. The "Elo ratings" of individual pattern features are computed from these victories, and will be used in previously unseen positions to compute a probability distribution over legal moves. In this approach, several pattern features may be combined, without an exponential cost in the number of features. Despite a very small number of training games (652), this algorithm outperforms most previous pattern-learning algorithms, both in terms of mean log-evidence (-2.69), and prediction rate (34.9%). By using these patterns, the 19×19 Monte-Carlo program CRAZY STONE reached the level of the strongest classical programs.
Cite
CITATION STYLE
Coulom, R. (2007). Computing “Elo ratings” of move patterns in the game of Go. ICGA Journal, 30(4), 198–208. https://doi.org/10.3233/icg-2007-30403
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