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Informational Analysis of Go, Part 2: Zuozi and Huanqitou

机译:informational analysis of go, part 2: Z UO子and hu安琪头

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This paper explores the second nature of the Go game (Go rules), based on its long history that played out in 9 × 9 board in BC 2356, which later developed into the 19 × 19 with several variants of its rules. An open-source implementation of AlphaZero, namely LeelaZero, as the artificial intelligence (AI) player, is adopted for data collection through self-play experiments. A particular emphasis on two ancient rules of Go, namely as the Huanqitao and Zaozi were conducted. The results are then analyzed and assessed via game refinement theory and motions in mind concepts. An informational analysis indicates that the Go game has been searching for fair and exciting game playing mechanisms that had evolved from the educational needs to competitive settings. Also, the change in the ancient rules to the komi rule mainly emphasized the dominance of such rule change in term of competitive pairing and fairness, while preserving the challenge and excitement of the 19 × 19 Go board game.
机译:本文探讨了围棋游戏的第二个本质(围棋规则),它的悠久历史在BC 2356的9×9棋盘上进行了展示,后来发展成具有多种规则的19×19。通过自玩实验,采用AlphaZero的开源实现,即LeelaZero作为人工智能(AI)播放器,来进行数据收集。特别强调了围棋的两个古老规则,即“欢骑舞”和“枣子”。然后,通过游戏改进理论和心智概念中的运动来分析和评估结果。信息分析表明,Go游戏一直在寻找一种公平而令人兴奋的游戏机制,该机制已经从教育需求演变为竞争环境。同样,从古代规则到科米规则的变化主要强调了这种规则变化在竞争配对和公平性方面的优势,同时保留了19×19 Go棋盘游戏的挑战性和兴奋性。

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