Skip to main content

Frequency Distribution of Contextual Patterns in the Game of Go

  • Conference paper
Book cover Computers and Games (CG 2008)

Part of the book series: Lecture Notes in Computer Science ((LNTCS,volume 5131))

Included in the following conference series:

Abstract

In this paper, we present two statistical experiments on the frequency distribution of patterns in the game of Go. In these experiments, we extract contextual patterns of Go as spatial combinations of moves. An analysis of a collection of 9447 professional game records of Go shows that the frequency distribution of contextual patterns in professional games displays a Mandelbrot fit to Zipf’s law. Additionally, we show that the Zipfian frequency distribution of Go patterns in professional games is deliberate by rejecting the null hypothesis that the frequency distribution of patterns in random games exhibits a Zipfian frequency distribution.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 74.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 99.00
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Abramson, B.: Expected-outcome: a general model of static evaluation. IEEE Transactions on PAMI 12, 182–193 (1990)

    Google Scholar 

  2. Abramson, M., Harry, W.: A distributed reinforcement learning approach to pattern inference in Go. In: International Conference on Machine Learning Applications, Los Angeles, CA (2003)

    Google Scholar 

  3. Benson, D.B.: Life in the game of Go. Information Sciences, 10(2), 17-29, 1976; Levy D.N.L., (ed.). Reprinted in Computer Games Vol. II pp. 203-213. Springer, New York (1988)

    Google Scholar 

  4. Bouzy, B., Helmstetter, B.: Monte-Carlo Go Developments. In: van den Herik, H.J., Iida, H., Heinz, E.A. (eds.) Advances in Computer Games, Many Games, Many Challenges, pp. 159–174 (2003)

    Google Scholar 

  5. Bouzy, B., Chaslot, G.: Monte-Carlo Go reinforcement learning experiments. In: IEEE 2006 Symposium on Computational Intelligence in Games, Reno, USA (2006)

    Google Scholar 

  6. Cazenave, T.: Generation of patterns with external conditions for the game of Go. In: Advances in Computer Games Conference, Paderborn (1999)

    Google Scholar 

  7. Cho, C.: Go: A Complete Introduction to the Game. Kiseido Publishing Co (1997)

    Google Scholar 

  8. Li, W.: Random texts exhibit Zipf’s-law-like word frequency distribution. IEEE Transactions on Information Theory 38(6), 1842–1845 (1992)

    Article  Google Scholar 

  9. Liu, Z., Dou, Q.: Automatic Pattern Acquisition from game Records in Go. Journal of China Universities of Posts and Telecommunications 14(1), 100–105 (2007)

    Article  MathSciNet  Google Scholar 

  10. Mandelbrot, B.B.: Simple games of strategy occurring in communication through natural languages. In Symposium on Statistical Methods in Communication Engineering (1954); Also appeared in Transactions of IRE (professional groups on information theory), 3, 124-137 (1954)

    Google Scholar 

  11. Miller, G.A., Chomsky, N.: Finitary models of language users. In: Luce, R.D., Bush, R., Galanter, E. (eds.) Handbook of Mathematical Psychology, vol. 2. Wiley, New York (1963)

    Google Scholar 

  12. Müller, M.: Computer Go. Artificial Intelligence 134(1-2), 145–179 (2002)

    Article  MATH  Google Scholar 

  13. Müller, M.: Position Evaluation in Computer Go. ICGA Journal 25(4), 219–228 (2002)

    Google Scholar 

  14. Nakamura, T.: Acquisition of move sequence patterns from game record database using n-gram statistics. In: Game Programming Workshop 1997(1997) (in Japanese)

    Google Scholar 

  15. Schaeffer, J., van den Herik, H.J.: Games, Computers, and Artificial Intelligence. Artificial Intelligence 134(1-2), 1–7 (2002)

    Article  MATH  Google Scholar 

  16. Sinclair, J.: Corpus and text: Basic principles. In: Wynne, M. (ed.) Guide to good practice in developing linguistic corpora (2005)

    Google Scholar 

  17. Zipf, G.K.: Human Behavior and the Principle of Least Effort. Addison-Wesley Press, Cambridge (1949)

    Google Scholar 

  18. Zobrist, A.: A model of visual organization for the game of go. In: Proceedings AFIPS 34, pp. 103–112 (1969)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

H. Jaap van den Herik Xinhe Xu Zongmin Ma Mark H. M. Winands

Rights and permissions

Reprints and permissions

Copyright information

© 2008 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Liu, Z., Dou, Q., Lu, B. (2008). Frequency Distribution of Contextual Patterns in the Game of Go. In: van den Herik, H.J., Xu, X., Ma, Z., Winands, M.H.M. (eds) Computers and Games. CG 2008. Lecture Notes in Computer Science, vol 5131. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-87608-3_12

Download citation

  • DOI: https://doi.org/10.1007/978-3-540-87608-3_12

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-87607-6

  • Online ISBN: 978-3-540-87608-3

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics