Detection and labeling of bad moves for coaching go

Kokolo Ikeda, Simon Viennot, Naoyuki Sato
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引用次数: 2

Abstract

The level of computer programs has now reached professional strength for many games, even for the game of Go recently. A more difficult task for computer intelligence now is to create a program able to coach human players, so that they can improve their play. In this paper, we propose a method to detect and label the bad moves of human players for the game of Go. This task is challenging because even strong human players only agree at a rate of around 50% about which moves should be considered as bad. We use supervised learning with features largely available in many Go programs, and we obtain an identification level close to the one observed between strong human players. Also, an evaluation by a professional player shows that our method is already useful for intermediate-level players.
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检测和标记坏棋的教练去
计算机程序的水平现在已经达到了许多游戏的专业水平,即使是最近的围棋。对于计算机智能来说,现在更困难的任务是创建一个能够指导人类棋手的程序,以便他们能够提高自己的比赛水平。在本文中,我们提出了一种方法来检测和标记人类棋手在围棋游戏中的坏棋。这项任务是具有挑战性的,因为即使是强大的人类棋手也只有50%左右的人认为哪些招式是糟糕的。我们使用具有许多围棋程序中大量可用的特征的监督学习,并且我们获得了接近于在强大的人类棋手之间观察到的识别水平。此外,一位职业玩家的评估表明,我们的方法对中级水平的玩家已经很有用了。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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