By Paul E. Utgoff, Richard P. Cochran (auth.), Tony Marsland, Ian Frank (eds.)
This booklet constitutes the completely refereed postproceedings of the second one overseas convention on desktops and video games, CG 2001, held in Hamamatsu, Japan in October 2000. The 23 revised complete papers offered including invited contributions and 5 studies have been conscientiously refereed and chosen in the course of rounds of reviewing and development. The papers are prepared in topical sections on seek and methods, studying and development acquisition, thought and complexity matters, and additional experiments on video game; the reports offered are on computing device language video games, computing device pass, clever brokers for desktop video games, RoboCup, and machine Shogi.
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Extra resources for Computers and Games: Second International Conference, CG 2000 Hamamatsu, Japan, October 26–28, 2000 Revised Papers
17. White λ -moves 3 Definition 4. A quasi-liberty corresponding to a λ -tree is a liberty that is not coincin dent with a shadow stone corresponding to the λ -tree. (The number of quasi-liberties will always be ≤ the number of real liberties) Example: In figure 16, the block b1 has 3 quasi-liberties (coinciding with its real liberties since none of the points surrounding b1 are circles (shadow stones)). The blocks b2 and b3 have 3 and 2 quasi-liberties, respectively. Using the concept of quasi-liberties, the inversion rule can be stated: n Inversion rule: Consider a λa -tree with value 1 or 0.
Zone made by the inversion rule Now consider figure 18, where white has just played the λ -move white 2, disturbing 3 2 the threatened λa -tree of figure 15. To find candidates for the next black λ -move, the 2 1 0 2 now failing λa -tree is played out, and all those λ -moves (and the λ - and λ -moves 2 generating those λ -moves) are recorded. The shadow of these stones is shown as circles in figure 20. Using the inversion rule, the relevancy zone would look like figure 20. This seems * to be a safe bet for a R -zone containing the true R-zone of black disturbance-moves 3 (black λ -moves following white 2 in figure 18).
The word abstract in our algorithm means that the moves are selected using abstract properties of the objects of the games, such as the liberties of the strings. The second section describes the capture game and its relation to other sub-games of Go. The third section uncovers our search algorithm. The fourth section explains what is the abstract analysis of games that enables Abstract Proof Search. In the fifth section we invalidate the widely accepted knowledge among Go programmers that the number of liberties is a good heuristic for the capture game, we show that the capture game is more subtle and that using too simple heuristics can be harmful.