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K-means Pattern Learning for Move Evaluation in the Game of Go

机译:围棋游戏中用于移动评估的K均值模式学习

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The Game of Go is one of the biggest challenge in the field of Computer Game. The large board makes Go very complex and hard to evaluate. In this paper, we propose a method that reduce the complexity of Go by learning and extracting patterns from game records. This method is more efficient and stronger than the baseline method we have chosen. Our method has two major components: a) a pattern learning method based on K-means, it will learn and extract patterns from game records, b) a perceptron which learns the win rates of Go situations. We build an agent to evaluate the performance of our method, and get at least 20% of performance improvement or 25% of computing power saving in most circumstances.
机译:围棋游戏是计算机游戏领域最大的挑战之一。大板使得Go非常复杂且难以评估。在本文中,我们提出了一种通过学习和从游戏记录中提取模式来降低Go复杂性的方法。这种方法比我们选择的基线方法更有效,更强大。我们的方法有两个主要组成部分:a)一种基于K均值的模式学习方法,它将学习并从游戏记录中提取模式; b)一个感知器,它可以学习围棋情况的获胜率。我们构建了一个代理来评估我们的方法的性能,并且在大多数情况下至少获得20%的性能改进或25%的计算能力节省。

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