Lambda-Search in Game Trees - with Application to Go
CG '00 Revised Papers from the Second International Conference on Computers and Games
Computer Go: A Research Agenda
CG '98 Proceedings of the First International Conference on Computers and Games
On the number of Go positions on lattice graphs
Information Processing Letters
An Improved Safety Solver in Go Using Partial Regions
CG '08 Proceedings of the 6th international conference on Computers and Games
Frequency Distribution of Contextual Patterns in the Game of Go
CG '08 Proceedings of the 6th international conference on Computers and Games
Learning to play Go using recursive neural networks
Neural Networks
An open boundary safety-of-territory solver for the game of Go
CG'06 Proceedings of the 5th international conference on Computers and games
The 10th International Conference on Autonomous Agents and Multiagent Systems - Volume 1
Judgment of static life and death in computer go using string graph
ICNC'05 Proceedings of the First international conference on Advances in Natural Computation - Volume Part II
Evaluation of strings in computer go using articulation points check and seki judgment
AI'05 Proceedings of the 18th Australian Joint conference on Advances in Artificial Intelligence
Learning to estimate potential territory in the game of go
CG'04 Proceedings of the 4th international conference on Computers and Games
An improved safety solver for computer go
CG'04 Proceedings of the 4th international conference on Computers and Games
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The Oriental game of Go contains a unique method by which pieces, called stones, are captured and made safe from capture. A group of stones safe from capture is called safe, unconditionally alive, or similar terms. Life or its lack can be determined by lookahead through the game tree, at some expense. We present a graph-theoretic static analysis of the board arrangement which determines unconditional life or its lack, together with proofs of its equivalency to look ahead. An algorithm for the static evaluation is given and we argue that it is the preferable method for computer Go play. These results constitute the first realistic theorems in the theory of Go.