Modelling Uncertainty in the Game of Go
Abstract
Go is an ancient oriental game whose complexity has defeated at- tempts to automate it. We suggest using probability in a Bayesian sense to model the uncertainty arising from the vast complexity of the game tree. We present a simple conditional Markov ran- dom field model for predicting the pointwise territory outcome of a game. The topology of the model reflects the spatial structure of the Go board. We describe a version of the Swendsen-Wang pro- cess for sampling from the model during learning and apply loopy belief propagation for rapid inference and prediction. The model is trained on several hundred records of professional games. Our experimental results indicate that the model successfully learns to predict territory despite its simplicity.
Cite
Text
Stern et al. "Modelling Uncertainty in the Game of Go." Neural Information Processing Systems, 2004.Markdown
[Stern et al. "Modelling Uncertainty in the Game of Go." Neural Information Processing Systems, 2004.](https://mlanthology.org/neurips/2004/stern2004neurips-modelling/)BibTeX
@inproceedings{stern2004neurips-modelling,
title = {{Modelling Uncertainty in the Game of Go}},
author = {Stern, David H. and Graepel, Thore and MacKay, David},
booktitle = {Neural Information Processing Systems},
year = {2004},
pages = {1353-1360},
url = {https://mlanthology.org/neurips/2004/stern2004neurips-modelling/}
}