Perception and representation of spatial relations in a program for playing Go
ACM '75 Proceedings of the 1975 annual conference
Feature extraction and representation for pattern recognition and the game of go
Feature extraction and representation for pattern recognition and the game of go
Heuristic analysis of large trees as generated in the game of 'go'
Heuristic analysis of large trees as generated in the game of 'go'
Smart game board and go explorer: a study in software and knowledge engineering
Communications of the ACM
Artificial Intelligence - Chips challenging champions: games, computers and Artificial Intelligence
Knowledge-Based Search in Competitive Domains
IEEE Transactions on Knowledge and Data Engineering
Toward an understanding of flow in video games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
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From 1972 to 1979 I co-designed and built what became the world's strongest computer Go program, the Reitman-Wilcox Go Program [1]. It took 7 person-years, 8K lines of LISP, 3 megabytes of memory, and an IBM mainframe. Recently I constructed a similar program, called NEMESIS...the Go Master (tm). It has taken 1 person-year, 13.5K lines of C, 146 kilobytes of memory, and an IBM-PC. They play at a similar strength and by similar means. This article discusses both how I went about reengineering the old program and what I learned during this process.