囲碁の中盤における評価関数  [in Japanese] Evaluation Function in Middle Game of Go  [in Japanese]

Abstract

本稿は,囲碁の中盤の盤面を評価する評価関数として,陣地に加え,人間の感覚により近い勢力と群の強弱を用いることを提案する.勢力を評価するとき,勢力の働く先の状況,群の形,キズを考慮した.また,群の危険度と重要度から,弱い群がどのくらいマイナスをもたらしているか評価した.これらの評価因子の有効性を調べるために,「次の一手」の問題を用いて評価実験を行った.序盤から中盤においては,陣地の評価値の変化は少なく,より勢力と群の強弱の評価が重要になることが分かった.

We propose an evaluation function based on human thinking and reasoning in middle game of Go. The evaluation function uses not only territories but also influences and the strength of groups. The influence is estimated by a function taken into account a shape of the each group and a situation inside influence. This function estimates a disadvantage of weak groups by danger and importance of groups. We examined the validity of these evaluation factors by using the problems of 'next move'. In opening and middle game, since the variation of evaluation values of territories is small, it is important to estimate influence and the strength of groups.

Journal

情報処理学会研究報告. GI, [ゲーム情報学]   [List of Volumes]

情報処理学会研究報告. GI, [ゲーム情報学] 2003(79), 47-54, 2003-08-04  [Table of Contents]

Information Processing Society of Japan (IPSJ)

References:  6

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Cited by:  2

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Codes

  • NII Article ID (NAID) :
    110006381120
  • NII NACSIS-CAT ID (NCID) :
    AA11362144
  • Text Lang :
    JPN
  • Article Type :
    Journal Article
  • ISSN :
    09196072
  • NDL Article ID :
    6683840
  • NDL Source Classification :
    ZM13(科学技術--科学技術一般--データ処理・計算機)
  • NDL Call No. :
    Z14-1121
  • Databases :
    CJP  CJPref  NDL  NII-ELS