Short Description
Since 2008, National
University of Tainan (NUTN) in Taiwan, Taiwanese Association for Artificial
Intelligence (TAAI), and other academic organizations have hosted or organized
several human vs. computer Go-related events in Taiwan and in IEEE CIS flag conferences,
including FUZZ-IEEE 2009, IEEE WCCI 2010, IEEE SSCI 2011, FUZZ-IEEE 2011, and
IEEE WCCI 2012. In 2008, MoGo challenged three games against Mr. Chun-Hsun Chou
(9P) at NUTN. MoGo lost all of the three games (one 9x9 and two 19x19). But in
February, 2009, the computer Go MoGo won Chun-Hsun Chou (9P) with 7 handicap
stones. Through the past held activities, the Computer Go programs accumulate
considerable quantities knowledge of the opening book. In addition to observing
how many advances have been made in artificial intelligence, the competition
held at TAAI 2012 also estimated the human’s Go level via playing with computer
Go program. Because Go is the deepest known game for the classical “depth”
criterion, so it is “the Most Strategic Game”. Nowadays, humans are still
stronger than computers, in particular for the big 19x19 board, where strategic
elements matter a lot. We will see how far computers are from humans now.
Human
Taiwanese Professional
Go Players will join this competition
- Chun-Hsun Chou (9P)
- Ping-Chiang Chou
(5P)
- Kai-Hsin Chang (4P)
- Pei-Che Chao (3P)
Computer Go Program
- Fuego (Canada)
- Many Faces of Go
(USA)
- Zen (Japan)
- Crazy Stone (France)
- Aya (Japan)
- STV (Holland)
Reference
[1] B. Bouzy and T.
Cazenave, “Computer Go: an AI-oriented survey,” Artificial Intelligence
Journal, vol. 132, no. 1, pp. 39-103, 2001.
[2] C. S. Lee, M.
Mueller, and O. Teytaud, “Special Issue on Monte Carlo Techniques and Computer
Go”, IEEE Transactions on Computational Intelligence and AI in Games, vol. 2,
no. 4, pp. 225-228. Dec. 2010.
[3] Y. Wang and S.
Gelly, “Modifications of UCT and sequence-like simulations for Monte-Carlo Go,”
in Proceedings of the 2007 IEEE Symposium on Computational Intelligence and
Games (CIG07), Hawaii, USA, 2007, pp. 175-182.
[4] C. S. Lee, M. H.
Wang, C Chaslot, J. B. Hoock, A. Rimmel, O. Teytaud, S. R. Tsai, S. C. Hsu, and
T. P. Hong, “The computational intelligence of MoGo revealed in Taiwan's
computer Go tournaments,” IEEE Transactions on Computational Intelligence and
AI in Games, vol. 1, no. 1, pp. 73-89, Mar. 2009.
[5] C. S. Lee, M. H.
Wang, T. P. Hong, G. Chaslot, J. B. Hoock, A. Rimmel, O. Teytaud, and Y. H.
Kuo, “A novel ontology for computer Go knowledge management,” in Proceeding of
the 2009 IEEE International Conference on Fuzzy Systems (FUZZ-IEEE 2009), Jeju
Island, Korea, Aug. 19-14, 2009, pp. 1056–106.
[6]S. J. Yen, C. S.
Lee, and O. Teytaud, “Human vs. computer Go competition in FUZZ-IEEE 2009,”
ICGA Journal, vol. 32, no. 3, pp. 178–181, Sept. 2009.
[7] J. B.Hoock, C. S.
Lee, A. Rimmel, F. Teytaud, M. H. Wang, and O. Teytaud, “Intelligent agents for
the game of Go,” IEEE Computational Intelligence Magazine, vol. 5, no. 4, pp.
28-42, Nov. 2010.
[8] C. S. Lee, M. H.
Wang, O. Teytaud, and Y. L. Wang, “The game of Go @ IEEE WCCI 2010,” IEEE
Computational Intelligence Magazine, vol. 5, no. 4, pp. 6-7, Nov. 2010.
[9]M. H. Wang, C. S.
Lee, Y. L. Wang, M. C. Cheng, O. Teytaud, and S. J. Yen, “The 2010 contest:
MoGoTW vs. human Go players,” ICGA Journal, vol. 33, no. 1, pp. 47-50, Mar.
2010.
[10] C. S. Lee, O.
Teytaud, M. H. Wang, and S. J. Yen, "Computational Intelligence Meets Game
of Go @ IEEE WCCI 2012," IEEE Computational Intelligence Magazine, vol. 7,
no. 4, Nov. 2012.
[11] S. J. Yen, C. W.
Chou, C. S. Lee, H. Doghmen, and O. Teytaud, "The IEEE SSCI 2011 Human vs.
Computer Go Competition," ICGA Journal, vol. 34, no. 2, pp. 106-107, Jun.
2011.

MoGo-Taiwan Research and Development Center