• Title/Summary/Keyword: Go - board

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Monte-Carlo Tree Search Applied to the Game of Tic-Tac-Toe (삼목 게임에 적용된 몬테카를로 트리탐색)

  • Lee, Byung-Doo
    • Journal of Korea Game Society
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    • v.14 no.3
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    • pp.47-54
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    • 2014
  • The game of Go is one of the oldest games and originated at least more than 2,500 years ago. In game programming the most successful approach is to use game tree searches using evaluation functions. However it is really difficult to construct feasible evaluation function in computer Go. Monte-Carlo Tree Search(MCTS) has created strong computer Go programs such as MoGo and CrazyStone which defeated human Go professionals played on the $9{\times}9$ board. MCTS is based on the winning rate estimated by Monte-Carlo simulation. Prior to implementing MCTS into computer Go, we tried to measure each winning rate of three positions, center, corner and side, in Tic-Tac-Toe playing as the best first move. The experimental result revealed that the center is the best, a corner the next and a side the last as the best first move.

Performance Analysis of a Flat-Earth Explicit Guidance Algorithm Applicable for Upper Stages of Space Launch Vehicles (발사체 상단 유도를 위한 단순화된 직접식 유도 방식 성능 분석)

  • Song, Eun-Jung;Cho, Sang-Bum;Park, Chang-Su;Roh, Woong-Rae
    • Aerospace Engineering and Technology
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    • v.11 no.1
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    • pp.169-177
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    • 2012
  • This paper considers the explicit guidance algorithm to determine the closed-loop guidance law applicable to upper stages of a given space launch vehicle. It has the advantage of very simple forms derived from the flat earth assumption, which is appropriate for its on-board application. However the simple time-to-go prediction equation produces the degraded guidance performance of the launcher because of its inaccuracy. To overcome the problem, the elaborate prediction equations, which have been employed in Saturn and H-II, are attempted here. Finally, the simulation results show that the simple guidance approach requires the more accurate time-to-go prediction and gravity integrals for its broad application.

A Study on On-board ATO/TWC Antenna Design and Manufacture (차상 ATO/TWC 안테나 설계 및 제작에 관한 연구)

  • Yoo Sung-Ho;Park chong chon;Kang Lee-Taeg;Cho Young-Wan;Cha Ji-Ju
    • Proceedings of the KSR Conference
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    • 2005.05a
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    • pp.903-908
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    • 2005
  • Existing ATC/ATO/TWC system has a ATC(Automatic Train Control) antenna for receiving the speed code, a ATO(Automatic Train Operation) antenna for obtaining the exact distance to go to platform and TWC(Train and Wayside Communication) antenna for communication between on-board and wayside system. This paper proposes the ATO/TWC antenna with tele-powering module, telegram transmitter/receiver module. This antenna communicates with a passive type tag(wayside Precision Stop Marker) for the information of distance from the stop position and a active type tag for the door command and status in the platform.

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A Way of PC Mother Board Ethernet Test using P2P (P2P를 활용한 PC Mother Board Ethernet Test 방법 개선)

  • Lee, Young-Ho;Kim, In-Soo;Min, Hyoung-Bok;Kim, Young-Shil
    • Proceedings of the KIEE Conference
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    • 2008.07a
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    • pp.1961-1962
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    • 2008
  • Hybrid Peer-to-Peer structure is sharing resource in each peer, but various resource that is with go peer indexing and segment that search from attained in server who function is solidified that is not attained in peer itself be. Basis algorithm was based on Ethernet protocol and administration of each peer enabled in center server and peer does as can confirm breakdown existence and nonexistence through communication with center server and the internet through this directly expensive test expense and a lot of test times of existing test method of access method necessary problem effectively improve.

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1vs1 Online-Based Mobile Board Game (1vs1 온라인 기반 모바일 보드게임)

  • Hur, Tai-Sung;Cho, Hyeon-Seon;Go, Bo-Ram
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2015.07a
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    • pp.149-150
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    • 2015
  • 게임 앱은 현재 앱 시장에서도 상위를 차지하는 분류 중에 하나이다. 게임을 앱 사용자에게 널리 이용하게 하기 위해서는 게임이 재미있고, 쉽게 접근할 수 있어야한다. 본 프로젝트에서는 인기리에 방영한 TV프로그램인 '더 지니어스'에 나온 보드게임들 중 1vs1(데스매치) 게임중 레이저장기, 결합, 인디언홀덤, 십이장기, 기억의 미로, 혹과 백을 온라인 안드로이드 모바일 게임으로 구현하였다. 게임을 만들기 위한 툴로는 세계적인 게임 개발 엔진으로 사용되고 있는 유니티(Unity)를 사용하였다. 유니티는 멀티플랫폼 3D/2D 게임 및 인터랙팁브(interactive) 콘텐츠를 말들 수 있는 개발 엔진이다. 본 프로젝트는 오목, 체스 등과같이 누구나 가볍게 즐길 수 있는 2인 실시간 보드게임으로 '더 지니어스'를 통해 게임을 접한 사람들의 흥미를 이용하여 쉽게 다가갈 수 있을 것이다.

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Comparison of LDA and PCA for Korean Pro Go Player's Opening Recognition (한국 프로바둑기사 포석 인식을 위한 선형판별분석과 주성분분석 비교)

  • Lee, Byung-Doo
    • Journal of Korea Game Society
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    • v.13 no.4
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    • pp.15-24
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    • 2013
  • The game of Go, which is originated at least more than 2,500 years ago, is one of the oldest board games in the world. So far the theoretical studies concerning to the Go openings are still insufficient. We applied traditional LDA algorithm to recognize a pro player's opening to a class obtained from the training openings. Both class-independent LDA and class-dependent LDA methods are conducted with the Go game records of the Korean top 10 professional Go players. Experimental result shows that the average recognition rate of class-independent LDA is 14% and class-dependent LDA 12%, respectively. Our research result also shows that in contrary to our common sense the algorithm based on PCA outperforms the algorithm based on LDA and reveals the new fact that the Euclidean distance metric method rarely does not inferior to LDA.

The development of fire protection trough (밀폐형 방재트러후 개발)

  • Hwang, S.C.;Kim, T.K.;Go, C.S.;Han, K.J.;Kim, D.B.
    • Proceedings of the KIEE Conference
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    • 1993.07b
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    • pp.1168-1170
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    • 1993
  • EHV underground transmission cable characterized by low loss and bulk capacity should have high reliability to be protected fully from external damages, not to speak of its quality. In 345kV underground transmission lines of our country, the usage of frie protection trough is standardized. Fire protection trough consists of combination of trough body, spacer, shutting board, fastener, and etc. and it is required to have a high level of fire-retardant characteristics and mechanical strength. Since 1992, we, GoldStar Cable, with collaboration of Lucky, have participated in the development of fire protect ion trough and completed the type test of manufacturing site and will be supposed to go into mass product within 1993.

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Analysis of General Characteristics and Structural Characteristics Centering on Offline Board Games (오프라인 보드게임을 중심으로한 일반적 특성과 구조적 특성 분석)

  • Park, Bo-Ra;Lim, Hee-Jung;Lee, Ye-Jin;Yi, Ryun-Jae;Yang, Yeong-Ae
    • The Journal of the Korea Contents Association
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    • v.17 no.5
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    • pp.234-242
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    • 2017
  • This study selected 60 board games that have a high sales rate and awareness in the board game market, and analyzed 37 board games that were selected through the advice of experts. According to the analysis of general characteristics, there was the highest number of board games that more than 2 people could participate and people from ages 7 to 11 could use, and the most common play time was from 20 minutes to 30 minutes. Also, there was the largest number of board games produced in 2000s, and Germany was the most common producer of board games. Next, the content analysis showed that abstract strategy was the most common game genre, and cognitive domain was the most common in the development area. The analysis based on how to play the game showed that games that had to go through 4 stages were the most common. Card games were the most common form of game, group was the most common in organization form, and reaching goal was most common among result analysis method. According to the analysis of correlation by items, the number of people and work analysis had a statistical correlation, and the playing age, time, and genre had a correlation. The origin of the game and game genre were also correlated to each other, and game form, game genre, organization form, and result analysis had a statistical correlation as well. The purpose of this study is to analyze the board game in terms of structural characteristics and to provide a foundation for future research.

Static Analysis of String Stability and Group Territory in Computer Go (컴퓨터 바둑에서 String안정도와 Group 영역에 의한 정적분석)

  • 박현수;이두한;김항준
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.40 no.6
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    • pp.76-86
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    • 2003
  • We define a string stability heuristically and divide the board into group territory in computer Go. Elements of string stability are eye(E), eye-like(EL), special-eye(SE), extension-point(EX), liberty(L) and connection-point(CP). A string stability have 5 levels that are complete alive, alive, unsettled, danger and killed level. A group is made strings and link-points and have the territory. Territory division of a group is acquired by strings stability and link-points which are marym-mo, hankan, nalil-ja, and twokan between string and string. We compare our method with the result of evaluation of professional player. As a result, the mean error is 8.7.

Study on an Artificial Intelligence Player of the Yutnori Game Using the Fuzzy Logic (퍼지논리를 이용한 윷놀이 인공지능 플레이어 연구)

  • Chung, Sungwook;Kim, Kinyun
    • Journal of Korea Society of Digital Industry and Information Management
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    • v.13 no.1
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    • pp.1-12
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    • 2017
  • Recently, the Go game has been performed between the 'AlphaGo' of the DeepMind and Lee Sedol, a famous professional Go-player of Korea, which leads to arise a lot of interests in the AI (Artificial Intelligence) research area. Based on the Fuzzy logic of the AI, we have also developed another game's AI, .i.e., the Yutnori game, one of Korean traditional board games. However, it is not easy and simple to consider all the cases of the Yutnori game since it is a non-perfect information game in terms of the AI. Thus, we have developed the Fuzzy-logic-based AI which tries to simulate humans' selections, meaning that the suggested AI has focused on the humans' choices depending on diverse situations in the Yutnori. With our extensive simulations using the suggested Yutnori AI, we have analyzed its performances with respect to 10 Yutnori situations among various scenarios. In conclusion, our suggested AI have demonstrated that 6 out of 10 situations are exactly same with the humans' choices and the rest 4 cases are also similar to that of human's, which reveals that our Fuzz-logic-based Yutnori AI can effectively simulate human's choices.