Go and computers

The year 1997 was a bad year for world chess champion Gary Kasparov-he was defeated by Deep Blue, an IBM computer designed to play chess. This result might lead you to believe that go would also be an easy game for a computer to play well. Its rules are few and simple. Unlike chess, with its different pieces and complicated rules, go is played only with equal-valued black and white stones, which would seem to make it compatible with the binary nature of computers. The object of go is to control more territory than your opponent, so the best move in any position is simply the one that gives the player of that move the maximum amount of territory-a simple counting procedure, a chore computers excel at. But it is not so easy.

Indeed, fewer than 100 lines of computer code are needed to program a computer to play go. Add a few more lines to the program and the computer will be able to evaluate the amount of territory controlled by each side. But when it comes to tactics and strategy, the best go-playing programs are not much stronger than a beginner.

One reason chess can be programmed to such a high level is that it is essentially a tactical game in which material gain is important. The most sophisticated chess programs look ahead seven or eight moves to find the best way to give a material or a positional advantage. In go, however, material gains are strongly linked to strategic considerations. A tactical success, such as the capture of a large group in one part of the board, might be a game-losing blunder.

Another factor that makes go more difficult to program than chess is the size of the board. On the standard 19 x 19 grid, there can be anywhere from 100 to over 300 possible moves to consider. Thus, making exhaustive whole-board searches, as chess programs do, is impractical. Moreover, considering that go players routinely look more than 10 moves deep, it would not make for a strong program. In most chess positions there are usually around 30 possible moves, and 95 percent of human players make oversights within a search horizon of three or four moves.

If a computer is to play go well, it will not be able to rely on brute force; it will have to be programed to play intelligently. In other words, heuristics will have to constitute a large part of the program. In chess the two main heuristics are material gain and mobility. The problem in go is that there are so many principles that constitute a good move; there is no one dominating factor. The most likely candidate that comes to mind for an evaluation function is "size of territory." But to quantify the concept of territory is not so simple.

Superficially, certain kinds of defensive moves may not seem to have a territorial meaning. In fact, in the short term they let one's opponent get more territory. But it is essential that they be played because they maximize the efficiency of other stones. Ultimately, such moves, if they are good, will translate into territorial gains elsewhere. In some positions, a group may not define territory, but it radiates influence that, with skillful play, can be turned into territory elsewhere. In other cases, moves must be made to maintain the integrity of a position. Such moves may seem to duplicate the work of the other stones in a particular locale, but if they are omitted, the local position could collapse.

Of course, there are moves that directly take territory, but it is hard to instruct the computer to recognize when such moves should be made. Clearly, quantifying a general concept of territory for go, which a computer can understand, is not easy.

It would be possible to compile heuristics for go, but they would give contradictory suggestions as to where a move should be played, so they would contribute little to increasing the strength of a go program. Strength in go relies too much on intuition and pattern recognition. These are the areas where computers, as yet, have almost no ability.

Because of go's complexity, it could provide the vehicle to help make important advances in artificial intelligence. Most applied-AI tasks take place in the real world, but this is a "noisy" domain that makes problems difficult to solve. Go has many features in common with the targets of applied AI and it also provides a clean environment in which to solve these problems. Although I am skeptical that computers will ever be able to compete on equal terms with even moderately strong amateur go players, the challenge of go might provide the impetus for many of the future advances that will be made in artificial intelligence.

Seki

There are special cases in which stones do not need to have eyes to live. An example of this is shown in Diagram 1. The two marked black and white groups are confronting each other. Black and White each fill an outside liberty with 1 and 2. There are now two inside liberties remaining.

However, if Black ataris with 1 in Diagram 2, he also puts himself into atari, so White would capture at "a." For the same reason, White cannot play at 1 in Diagram 3, since he would also put himself into atari and be captured by Black "a." Therefore, it is better for both players to sit tight and do nothing. At the end of the game, both groups in Diagram 1 remain on the board and the points between them are not counted as territory. This position is called "seki" in Japanese.

Dia1-3

By Richard Bozulich

By Rob van Zeijst

  1. Problems and answers
  2. How go is played / Four basic rules / The object: to control territory
  3. The origins of go / Four basic rules / The rule of capture
  4. Go comes to Japan / Six basic rules of go / Capturing two or more stones
  5. The development of go in Japan / Capturing stones in a game
  6. Professional go in Japan / More about capturing
  7. Defending territory / Illegal moves
  8. Go in China / More on illegal moves
  9. Go in South Korea / A review of the rules/ Eyes and living groups
  10. International go tournaments / Eye spaces
  11. Lee Chang Ho, Cho Chikun -- the superstars of go / False eyes
  12. Go and computers / Seki
  13. Rankings and handicaps / The rule of ko
  14. Go and intellectual development in children / An example of ko in a game
  15. Meijin title match / Double ko
  16. Kisei title and Cho-Kobayashi rivalry/ Triple ko
  17. Takemiya's cosmic go
  18. Go Seigen, the 20th century's greatest player
  19. Go equipment / How go is played / The rules / Elaboration /
  20. Kitani and his disciples / The rule of capture
  21. Atomic-bomb game / More on capturing stones
  22. Dosaku and Shusaku: The saints of go
  23. Go and the Immortals
  24. Women in go / Capturing races
  25. Eio Sakata / Capturing techniques
  26. Shuko Fujisawa, the first Kisei of the modern era / Capturing techniques: Nets
  27. Cho Chikun defends Kisei title / Illegal moves / Living groups
  28. Opening strategy / False eyes
  29. Joseki
  30. Lee Chan Ho, the undisputed world go champion
  31. Kobayashi wins Judan title
  32. Fujitsu Cup
  33. Tesuji and Intuition
  34. Go and business (1)
  35. Go and business (2)
  36. Japan-China Tengen match
  37. Go and war
  38. Legends on origin of go (1)
  39. Legends on origin of go (2)
  40. World Amateur Go Championship
  41. Go in Europe
  42. Go online
  43. Cho Chikun loses Honinbo title
  44. The 11th TV Asia Cup
  45. Long and short games
  46. Fujitsu Cup
  47. Go proverbs