An Adversarial Planning Approach to Go

Steven Willmott, Julian Richardson, Alan Bundy, John Levine

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

Approaches to computer game playing based on (typically α-β) search of the tree of possible move sequences combined with an evaluation function have been successful for many games, notably Chess. For games with large search spaces and complex positions, such as Go, these approaches are less successful and we are led to seek alternative approaches.

One such alternative is to model the goals of the players, and their strategies for achieving these goals. This approach means searching the space of possible goal expansions, typically much smaller than the space of move sequences.

In this paper we describe how adversarial hierarchical task network planning can provide a framework for goal-directed game playing, and its application to the game of Go.
Original languageEnglish
Title of host publicationComputers and Games
Subtitle of host publicationFirst International Conference, CG’98 Tsukuba, Japan, November 11–12, 1998 Proceedings
EditorsH.Jaap Herik, Hiroyuki Iida
PublisherSpringer-Verlag GmbH
Pages93-112
Number of pages20
ISBN (Electronic)978-3-540-48957-3
ISBN (Print)978-3-540-65766-8
DOIs
Publication statusPublished - 1999

Publication series

NameLecture Notes in Computer Science
PublisherSpringer Berlin / Heidelberg
Volume1558
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

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