Godoggo

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Godoggo

  1. 1. GO DOG GO Robert Carr <racarr@gnome.org>Friday, April 15, 2011
  2. 2. GO DOG GO Robert Carr <racarr@gnome.org>Friday, April 15, 2011
  3. 3. GO?Friday, April 15, 2011
  4. 4. GOBJECT-DETECTOR • Go board recognition library. • Rewritten in C++ for Android NDK. • Some issues with OpenCv on Android...Friday, April 15, 2011
  5. 5. IMPROVED GRID DETECTION • Board has dots to indicate “Hoshi” points (For example Tengen at 10,10) • Adjust grid to fit better to Hoshi points.Friday, April 15, 2011
  6. 6. MORE? • Score boards. Requires a simple MonteCarlo AI or user interaction. • Live broadcasting to KGS.Friday, April 15, 2011
  7. 7. GIFU! • iTunes for your Go game records. • Fully queryable sqlite backed database. • Tested with collection of 50,000 games.Friday, April 15, 2011
  8. 8. TAGS AND COMMENTS • With a collection of 50,000 games it can be difficult to remember what you are studying...or which game had a particular move. • Would also be nice to comment game without disturbing the original file.Friday, April 15, 2011
  9. 9. SGF PRINTER • Would also be nice to print records in Kifu format.Friday, April 15, 2011
  10. 10. GO AI • Really hard :(Friday, April 15, 2011
  11. 11. BOARD REPRESENTATION • Keep track of blocks/ liberties. • Zobrist hashing • Positional Super Ko • Symmetry Checking.Friday, April 15, 2011
  12. 12. AI ARCHITECTURE • Multiple modules generate candidate moves. • Moves are evaluated by Monte Carlo evaluator.Friday, April 15, 2011
  13. 13. MONTE CARLO EVALUATOR • Core of AI move evaluation. • Randomly plays out thousands of games and calculates win percentage. • Playouts can be “light” or “heavy”Friday, April 15, 2011
  14. 14. PATTERN MATCHING • Match subset of board against pattern. • Recognize patterns independent of transposition, rotation, etc...Friday, April 15, 2011
  15. 15. FUSEKI DATABASE • Compiled from collection of pro and high dan amateur games. • Typically relevant for first 50 moves.Friday, April 15, 2011
  16. 16. JOSEKI DATABASE • Patterns in local corner positions. • Best moves found for both sides.Friday, April 15, 2011
  17. 17. CONNECTIVITY • Higher level concept than blocks. • The red stones are “connected” • Every shape has weaknesses.Friday, April 15, 2011
  18. 18. PROVERBIAL KNOWLEDGE • Black would like to play inbetween the white stones on top. • Proverbial knowledg says to build thickness first....pattern database has a suggestion!Friday, April 15, 2011
  19. 19. THE PEEPFriday, April 15, 2011
  20. 20. STRATEGIC DECISIONS • Proverbial knowledge database will enable guiding selection of moves for MonteCarlo based on moves generated by various strategy modules. • In previous example, “invasion” module, would query the “thickness” module for setup plays. • Such plays are given heavier play outs in MonteCarlo.Friday, April 15, 2011
  21. 21. QUESTIONS?Friday, April 15, 2011

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