Computer The subfield of artificial intelligence (AI) known as "Go" is focused on the development of a computer program that is able to play the ancient board game "Go." The study of this topic can be broken down into two distinct time periods. Prior to the year 2015, the programs of the era were not very strong. The best artificial intelligences generated in the 1980s and 1990s were only able to be defeated by novice players, while the best AIs produced in the early 2000s were at best of an intermediate level. Even with a handicap of more than ten stones in their advantage, experts are still able to win against sophisticated computer programs. Because there were too many branching options to examine, many of the algorithms, such as alpha-beta minimax, that worked well as artificial intelligences for checkers and chess failed miserably when applied to the 19x19 board used in go. It was impossible to create a human professional quality program with the techniques and hardware available at the time. Some scholars working in the field of artificial intelligence hypothesized that the issue could not be resolved without the development of human-like AI.
How You Will Benefit
(I) Insights, and validations about the following topics:
Chapter 1: Computer Go
Chapter 2: Go (game)
Chapter 3: Game complexity
Chapter 4: Monte Carlo tree search
Chapter 5: Google DeepMind
Chapter 6: AlphaGo
Chapter 7: AlphaGo versus Lee Sedol
Chapter 8: AlphaGo Zero
Chapter 9: AlphaZero
Chapter 10: KataGo
(II) Answering the public top questions about computer go.
(III) Real world examples for the usage of computer go in many fields.
(IV) 17 appendices to explain, briefly, 266 emerging technologies in each industry to have 360-degree full understanding of computer go' technologies.
Who This Book Is For
Professionals, undergraduate and graduate students, enthusiasts, hobbyists, and those who want to go beyond basic knowledge or information for any kind of computer go.