The Game of Go

The Game of Go
Author: Arthur Smith
Publisher: BookRix
Total Pages: 195
Release: 2014-06-02
Genre: Games & Activities
ISBN: 3736814208

The Game of Go by Arthur Smith (1870-1929), first published in 1908. This book is intended as a practical guide to the game of Go. It is especially designed to assist students of the game who have acquired a smattering of it in some way and who wish to investigate it further at their leisure. Go (Chinese: weiqi, Japanese: igo, Korean: baduk, Vietnamese: cờ vây, common meaning: "encircling game") is a board game for two players that originated in China more than 2,500 years ago. The game is noted for being rich in strategy despite its relatively simple rules. According to chess master Emanuel Lasker: "The rules of Go are so elegant, organic, and rigorously logical that if intelligent life forms exist elsewhere in the universe, they almost certainly play Go."

The Game of Go: The National Game of Japan

The Game of Go: The National Game of Japan
Author: Arthur Smith
Publisher: Good Press
Total Pages: 348
Release: 2022-01-17
Genre: Fiction
ISBN:

Go is a board game of skill and strategy. In this way, it could be likened to Chess but there are no other similarities. It is an extremely difficult game to learn and has not really taken hold much outside Japan.

Deep Learning and the Game of Go

Deep Learning and the Game of Go
Author: Kevin Ferguson
Publisher: Simon and Schuster
Total Pages: 611
Release: 2019-01-06
Genre: Computers
ISBN: 1638354014

Summary Deep Learning and the Game of Go teaches you how to apply the power of deep learning to complex reasoning tasks by building a Go-playing AI. After exposing you to the foundations of machine and deep learning, you'll use Python to build a bot and then teach it the rules of the game. Foreword by Thore Graepel, DeepMind Purchase of the print book includes a free eBook in PDF, Kindle, and ePub formats from Manning Publications. About the Technology The ancient strategy game of Go is an incredible case study for AI. In 2016, a deep learning-based system shocked the Go world by defeating a world champion. Shortly after that, the upgraded AlphaGo Zero crushed the original bot by using deep reinforcement learning to master the game. Now, you can learn those same deep learning techniques by building your own Go bot! About the Book Deep Learning and the Game of Go introduces deep learning by teaching you to build a Go-winning bot. As you progress, you'll apply increasingly complex training techniques and strategies using the Python deep learning library Keras. You'll enjoy watching your bot master the game of Go, and along the way, you'll discover how to apply your new deep learning skills to a wide range of other scenarios! What's inside Build and teach a self-improving game AI Enhance classical game AI systems with deep learning Implement neural networks for deep learning About the Reader All you need are basic Python skills and high school-level math. No deep learning experience required. About the Author Max Pumperla and Kevin Ferguson are experienced deep learning specialists skilled in distributed systems and data science. Together, Max and Kevin built the open source bot BetaGo. Table of Contents PART 1 - FOUNDATIONS Toward deep learning: a machine-learning introduction Go as a machine-learning problem Implementing your first Go bot PART 2 - MACHINE LEARNING AND GAME AI Playing games with tree search Getting started with neural networks Designing a neural network for Go data Learning from data: a deep-learning bot Deploying bots in the wild Learning by practice: reinforcement learning Reinforcement learning with policy gradients Reinforcement learning with value methods Reinforcement learning with actor-critic methods PART 3 - GREATER THAN THE SUM OF ITS PARTS AlphaGo: Bringing it all together AlphaGo Zero: Integrating tree search with reinforcement learning

Heuristic Analysis of Large Trees as Generated in the Game of Go

Heuristic Analysis of Large Trees as Generated in the Game of Go
Author: Jonathan Leonard Ryder
Publisher:
Total Pages: 630
Release: 1971
Genre: Algorithms
ISBN:

The Japanese game of Go is of interest both as a problem in mathematical representation and as a game which generates a move tree with an extraordinarily high branching factor (100 to 300 branches per ply). The complexity of Go (and the difficulty of Go for human players) is thought to be considerably greater than that of chess. The constraints of being able to play a complete game and of being able to produce a move with a moderate amount of processing time were placed on the solution. The basic approach used was to find methods for isolating and exploring several sorts of relevant subsections of the global game tree. This process depended heavily on the ability to define and manipulate entitles of Go as recursive functions rather than as patterns of stones. A general machine-accessible theory of Go was developed to provide context for program evaluations. A program for playing Go is now available on the Stanford PDP-10 computer. (Modified author abstract).

Game of Go

Game of Go
Author: Arthur Smith
Publisher: Tuttle Publishing
Total Pages: 254
Release: 2011-07-12
Genre: Games & Activities
ISBN: 146290047X

Passing from China, where it was developed over 3,000 years ago, to Japan, where it today commands a vast and enthusiastic following, Go is probably the oldest intellectual game in the world. Similar to chess, it leaves nothing to chance, requiring great strategy and carefully plotted campaigns to achieve an impregnable position, block enemies from lines of communication and win a series of battles. To penetrate this complicated, challenging game requires a great guide— and this is it. Unsurpassable in its clarity and comprehensiveness, The Game of Go has been the classic guide to the game since it was first published in 1956.

Go! More Than a Game

Go! More Than a Game
Author: Peter Shotwell
Publisher: Tuttle Publishing
Total Pages: 206
Release: 2011-04-11
Genre: Games & Activities
ISBN: 1462900062

Master the fascinating game of Go with this expert guidebook. Go is a two-player board game that first originated in ancient China but is also very popular in Japan and Korea. There is significant strategy and philosophy involved in the game, and the number of possible games is vast--even when compared to chess. Go has enthralled hundreds of millions of people in Asia, where it is an integral part of the culture. In the West, many have learned of its pleasures, especially after the game appeared in a number of hit movies, TV series, and books, and was included on major Internet game sites. By eliciting the highest powers of rational thought, the game draws players, not just for the thrills of competition, but because they feel it enhances their mental, artistic, and even spiritual lives. Go! More Than a Game is the guidebook that uses the most modern methods of teaching to learn Go, so that, in a few minutes, anyone can understand the two basic rules that generate the game. The object of Go is surrounding territory, but the problem is that while you are doing this, the opponent may be surrounding you! In a series of exciting teaching games, you will watch as Go's beautiful complexities begin to unfold in intertwining patterns of black and white stones. These games progress from small 9x9 boards to 13x13 and then to the traditional 19x19 size. Go! More Than a Game has been completely revised by the author based on new data about the history of early Go and the Confucians who wrote about it. This popular book includes updated information such as the impact of computer versions on the game, the mysterious new developments of Go combinatorics, advances in Combinatorial Game Theory and a look at the current international professional playing scene.

The Game Must Go On

The Game Must Go On
Author: B. W. Wojciechowski
Publisher: AuthorHouse
Total Pages: 213
Release: 2004
Genre: Canadian essays
ISBN: 1414026218

Jim Brown has a lot to say. His first book, JUSTICE DENIED, painted a chilling picture of how easy it can be for an individual to be prosecuted and persecuted by the federal judicial system. Since this first publication, he has continued his writings with a weekly column that is widely read in newspapers and internet sites throughout the South. Few southern writers have observed the struggles within Louisiana to "catch up" with other more progressive states throughout the country. That is because Jim Brown not only has witnessed the changes taking place, he was a part of the political process for twenty eight years. His insights bring practical wisdom for the present and a vision of what could be in the future for this deepest of the deep southern states. His observations and conclusions in are not just limited to within Louisiana. And that is the joy of this collection of columns. Jim Brown takes the reader on a whirlwind tour of the world from Bangkok to Paris, from the D Day landing site in France to St Paul's cathedral in London, and a drive across America all with a Louisiana flavor. And yes, he does have an agenda. Whether you read his opinions on political issues and current affairs to personal revelations, there will never be any doubt of Jim Brown's point of view. And that, we hope you will agree, is refreshing in this day and time. But besides being a respected observer of the political scene in Louisiana, Jim Brown's ideas are what really matter. Yes, he entertains, inspires, and informs, and does so by cutting through the fog of confusion as to the future of the Bayou State. His lessons have appeal and application throughout America, and that is why his following continues to grow.

The Game Must Go On

The Game Must Go On
Author: John Klima
Publisher: Macmillan
Total Pages: 431
Release: 2015-05-05
Genre: History
ISBN: 1250064791

The story of American baseball during World War II, both the professional players who left to join the war effort including Joe DiMaggio, Ted Williams, and Hank Greenberg, and the struggle to keep the game going on the home front by players including Pete Gray, a one-armed outfielder who played with the Browns, overcame the odds and became a shining example of baseball on the home front. Klima shows how baseball helped America win the war, and how baseball was shaped into the game it is today.

Hacking the Game Didn't Go as Intended: A LitRPG Adventure

Hacking the Game Didn't Go as Intended: A LitRPG Adventure
Author: Vaughn R.R Schneider
Publisher: Vaughn R.R. Schneider
Total Pages: 303
Release: 2024-09-04
Genre: Antiques & Collectibles
ISBN:

What would you do if you found yourself trapped in a video game as an NPC with seemingly no hope of returning to the real world? Having grown up without parents, Daisuke finds himself in a perpetual cycle of poverty as he tries to survive in the bottom rung of society. When the world's first VRMMORPG, Sehreneti Online, is released to the public, he decides to take a gamble by borrowing a buttload of money from some shady people to propel his hack-selling side hustle into the big leagues. After nearly getting his leg twisted into a pretzel for failing to pay off his loan on time, Daisuke decides to put his plan, Operation Jupiter, into action. Although a cool-sounding name, he didn't seem to be in Lady Luck's good graces that day. After uploading the code into his capsule and commencing the startup, everything goes haywire, booting his consciousness into the virtual world. When Daisuke comes to, he finds himself as a newborn fresh out the meat oven—and, of course, his circumstances are far from ideal. Apparently, he is still poor, but instead of being an orphan, he is now the son of a prostitute in the slums, with seemingly no connection to the game system or the real world. How will Daisuke overcome this trial, and will he be able to return to the real world? If you enjoy GameLit and LitRPG light novels such as Sword Art Online, Solo Leveling, The Rising of the Shield Hero, and That Time I Got Reincarnated as a Slime, then you'll definitely enjoy this epic tale!