Computer Go References

These are the references from my survey paper on computer Go, Artificial Intelligence Journal 134(1-2):145-179, 2002.

[1]
D.B. Benson. Life in the game of Go. Information Sciences, 10:17-29, 1976. Reprinted in Computer Games, Levy, D.N.L. (Editor), Vol. II, pp. 203-213, Springer Verlag, New York 1988.

[2]
E. Berlekamp. The economist's view of combinatorial games. In R. Nowakowski, editor, Games of No Chance: Combinatorial Games at MSRI, pages 365-405. Cambridge University Press, 1996.

[3]
E. Berlekamp, J. Conway, and R. Guy. Winning Ways. Academic Press, London, 1982.

[4]
E. Berlekamp and D. Wolfe. Mathematical Go: Chilling Gets the Last Point. A K Peters, Wellesley, 1994.

[5]
M. Boon. A pattern matcher for Goliath. Computer Go, 13:12-23, 1990.

[6]
B. Bouzy. Modélisation cognitive du joueur de Go. PhD thesis, Université Paris 6, 1995.

[7]
R. Bozulich. The Go PlayerŐs Almanac. Ishi Press, Tokyo, 1992.

[8]
D. Bump. GNU Go. , 1999.

[9]
J. Burmeister. Memory performance of master Go players. In H.J. van den Herik and H. Iida, editors, Games in AI Research, pages 271-286, Maastricht, 2000. Universiteit Maastricht.

[10]
J. Burmeister and J. Wiles. An introduction to the computer Go field and associated Internet resources. Technical Report 339, Department of Computer Science, University of Queensland, 1995.

[11]
J. Burmeister and J. Wiles. AI techniques used in computer Go. In Fourth Conference of the Australasian Cognitive Science Society, Newcastle, 1997.

[12]
J. Burmeister, J. Wiles, and H. Purchase. The integration of cognitive knowledge into perceptual representations in computer Go. In Game Programming Workshop in Japan '95, pages 85-94, Kanagawa, Japan, 1995. Computer Shogi Association.

[13]
M. Buro. ProbCut: An effective selective extension of the alpha-beta algorithm. ICCA Journal, 18(2):71-76, June 1995.

[14]
T. Cazenave. Systeme d'Apprentissage Par Auto-Observation. Application au jeu de Go. PhD thesis, Université Paris 6, 1996. .

[15]
T. Cazenave. Abstract proof search. In Proceedings of Second International Conference on Computers and Games, pages 81-96, Hamamatsu, 2000.

[16]
K. Chen. Group Identification in Computer Go. In D. Levy and D. Beal, editors, Heuristic Programming in Artificial Intelligence: The First Computer Olympiad, pages 195 - 210. Ellis Horwood, Chichester, 1989.

[17]
K. Chen. The move decision process of Go Intellect. Computer Go, 14:9-17, 1990.

[18]
K. Chen. Some practical techniques for global search in Go. ICGA Journal, 23(2):67-74, 2000.

[19]
K. Chen and Z. Chen. Static analysis of life and death in the game of Go. Information Sciences, 121:113-134, 1999.

[20]
Z. Chen. Dian Nao Wei Qi Xiao Dong Tian (A Kaleidoscope of Computer Go). Zhongshan University Press, 1999. In Chinese.

[21]
A.D. De Groot. Thought and Choice in Chess. The Hague, The Netherlands: Mouton & Co, 1965.

[22]
D. Dyer. An eye shape library for computer Go. , 1987.

[23]
H.D. Enderton. The Golem Go program. Technical Report CMU-CS-92-101, Carnegie Mellon University, 1991.

[24]
M. Enzenberger. The integration of a priori knowledge into a Go playing neural network. , 1996.

[25]
M. Enzenberger. Online computer Go bibliography. , 1996-2001.

[26]
D. W. Erbach. Computers and Go. In Richard Bozulich, editor, The Go Player's Almanac. The Ishi Press, 1992. Chapter 11.

[27]
D. Fotland. Knowledge representation in The Many Faces of Go. Second Cannes/Sophia-Antipolis Go Research Day, 1993.

[28]
K. J. Friedenbach. Abstraction Hierarchies: A Model of Perception and Cognition in the Game of Go. PhD thesis, University of California, Santa Cruz, 1980.

[29]
R. Grimbergen. Plausible move generation using move merit analysis with cut-off thresholds in shogi. In Proceedings of CG2000, the Second International Conference on Computers and Games, Lecture Notes in Computer Science, 2001. To appear.

[30]
A. Hollosi. SGF FF[4] - Smart Game Format. , 2000.

[31]
R. Holte and I. Hernadvolgyi. A space-time tradeoff for memory-based heuristics. In Proc. AAAI'99, pages 704-709, 1999.

[32]
S.C. Hsu and D.Y. Liu. The design and construction of the computer Go program Dragon 2. Computer Go, 16:3-14, 1991.

[33]
S. Hu. Multipurpose Adversary Planning in the Game of Go. PhD thesis, George Mason University, 1995.

[34]
S. Hu and P. Lehner. Multipurpose strategic planning in the game of Go. IEEE Transactions on Pattern Analysis and Machine Intelligence, 19(9):1048-1051, 1997.

[35]
R. Jasiek. Go (Weiqi, Baduk) rules. .

[36]
A. Junghanns. Pushing the Limits: New Developments in Single-Agent Search. PhD thesis, University of Alberta, 1999.

[37]
A. Junghanns and J. Schaeffer. Search versus knowledge in game-playing programs revisited. In IJCAI-97, pages 692-697, Nagoya, Japan, 1997.

[38]
K.Y. Kao. Sums of Hot and Tepid Combinatorial Games. PhD thesis, University of North Carolina at Charlotte, 1997.

[39]
A. Kierulf. Smart Game Board: a Workbench for Game-Playing Programs, with Go and Othello as Case Studies. PhD thesis, ETH Zürich, 1990.

[40]
A. Kierulf, K. Chen, and J. Nievergelt. Smart Game Board and Go Explorer: A study in software and knowledge engineering. Communications of the Association for Computing Machinery, 33(2):152-167, 1990.

[41]
Y. Kim. New Values in Domineering and Loopy Games in Go. PhD thesis, University of California at Berkeley, 1995.

[42]
T. Klinger and D. Mechner. An architecture for computer Go. , 1996.

[43]
T. Kojima. Automatic Acquisition of Go Knowledge from Game Records: Deductive and Evolutionary Approaches. PhD thesis, University of Tokyo, 1998.

[44]
T. Kojima, K. Ueda, and S. Nagano. An evolutionary algorithm extended by ecological analogy and its application to the game of Go. In Proceedings of the Fifteenth International Joint Conference on Artificial Intelligence (IJCAI-97), pages 684-689, 1997.

[45]
T. Kojima, K. Ueda, and S. Nagano. Flexible acquisition of various types of Go knowledge. In H.J. van den Herik and H. Iida, editors, Games in AI Research, pages 221-238, Maastricht, 2000. Universiteit Maastricht.

[46]
J. Kraszek. Heuristics in the life and death algorithm of a Go-playing program. Computer Go, 9:13-24, 1988.

[47]
H. Landman. Eyespace values in Go. In R. Nowakowski, editor, Games of No Chance, pages 227-257. Cambridge University Press, 1996.

[48]
P. Lehner. Planning in adversity: a computational model of strategic planning in the game of Go. PhD thesis, University of Michigan, 1981.

[49]
D. Levy, editor. Computer Games I+II. Springer Verlag, 1988.

[50]
D. Lichtenstein and M. Sipser. Go is polynomial-space hard. Journal ACM, 27(2):393-401, April 1980.

[51]
T. A. Marsland. Computer chess and search. In S. Shapiro, editor, Encyclopedia of Artificial Intelligence 2nd edition, pages 224-241. J. Wiley & Sons, 1992.

[52]
D. Mechner. All systems Go. The Sciences, 38(1), 1998.

[53]
D.J. Moews. On Some Combinatorial Games Connected with Go. PhD thesis, University of California at Berkeley, 1993.

[54]
F.L. Morris. Playing disjunctive sums is polynomial space complete. Int. Journal Game Theory, 10(3-4):195-205, 1981.

[55]
M. Müller. Computer Go as a Sum of Local Games: An Application of Combinatorial Game Theory. PhD thesis, ETH Zürich, 1995. Diss. ETH Nr. 11.006.

[56]
M. Müller. Playing it safe: Recognizing secure territories in computer Go by using static rules and search. In H. Matsubara, editor, Game Programming Workshop in Japan '97, pages 80-86, Computer Shogi Association, Tokyo, Japan, 1997.

[57]
M. Müller. Decomposition search: A combinatorial games approach to game tree search, with applications to solving Go endgames. In IJCAI-99, pages 578-583, 1999.

[58]
M. Müller. Race to capture: Analyzing semeai in Go. In Game Programming Workshop in Japan '99, volume 99(14) of IPSJ Symposium Series, pages 61-68, 1999.

[59]
M. Müller. Generalized thermography: A new approach to evaluation in computer Go. In J. van den Herik and H. Iida, editors, Games in AI Research, pages 203-219, Maastricht, 2000. Universiteit Maastricht.

[60]
M. Müller. Computer Go survey. , 2001.

[61]
M. Müller. Global and local game tree search. Information Sciences, 135(3-4):187-206, 2001.

[62]
M. Müller. Partial order bounding: A new approach to evaluation in game tree search. Artificial Intelligence, 129(1-2):279-311, 2001.

[63]
M. Müller, E. Berlekamp, and B. Spight. Generalized thermography: Algorithms, implementation, and application to Go endgames. Technical Report 96-030, ICSI Berkeley, 1996.

[64]
R. Nowakowski, editor. Games of No Chance. Cambridge University Press, 1996.

[65]
E. Pettersen. The Computer Go Ladder. , 1994-2001.

[66]
W. Reitman, J. Kerwin, R. Nado, J. Reitman, and B. Wilcox. Goals and plans in a program for playing Go. In Proceedings of the 29th National Conference of the ACM, pages 123-127, San Diego, 1974. ACM.

[67]
W. Reitman and B. Wilcox. Modeling tactical analysis and problem solving in Go. In Proceedings of the Tenth Annual Pittsburgh Conference on Modelling and Simulation, pages 2133-2148, Pittsburgh, 1979. Instrument Society of America.

[68]
W. Reitman and B. Wilcox. The structure and performance of the Interim.2 Go program. In IJCAI-79, pages 711-719, 1979.

[69]
P. Ricaud. GOBELIN: une approche pragmatique de l'abstraction appliquée à la modélisation de la stratégie elémentaire du jeu de Go. PhD thesis, Université Paris 6, 1995.

[70]
J. Robson. The complexity of Go. In Proc. IFIP (International Federation of Information Processing), pages 413-417, 1983.

[71]
C. Rosin. Coevolutionary Search Among Adversaries. PhD thesis, University of California, San Diego, 1997.

[72]
J.L. Ryder. Heuristic Analysis of Large Trees as Generated in the Game of Go. PhD thesis, Stanford University, 1971. Microfilm no. 72-11,654.

[73]
Y. Saito. Cognitive Scientific Study of Go. PhD thesis, University of Tokyo, 1996. In Japanese.

[74]
N. Sasaki. The Neural Network Programs for Games. PhD thesis, Tohoku University, 1998. In Japanese.

[75]
N. Schraudolph. Temporal difference learning of position evaluation in the game of Go. In Neural Information Processing Systems 6, pages 817-824. Morgan Kaufmann, 1994.

[76]
R. Sedgewick. Algorithms. Addison-Wesley, 1983.

[77]
S. Sei and T. Kawashima. Memory-based approach in Go-program Katsunari. Complex Games Lab Workshop. , 1998.

[78]
S. Sei and T. Kawashima. A solution of Go on 4 ×4 board by game tree search program. Manuscript, Fujitsu Social Science Laboratory, 2000.

[79]
W. Spight. Extended thermography for multiple kos in Go. In H.J. van den Herik and H. Iida, editors, Computers and Games. Proceedings CG'98, number 1558 in Lecture Notes in Computer Science, pages 232-251. Springer Verlag, 1999.

[80]
W. Spight. Go thermography - the 4/21/98 Jiang-Rui endgame. In R. Nowakowski, editor, More Games of No Chance. Cambridge University Press, 2001. To appear.

[81]
D. Stoutamire. Machine learning, game play and Go. Technical Report TR 91-128, Case Western Reserve University, Cleveland, Ohio, 1991.

[82]
M. Tajima and N. Sanechika. Estimating the Possible Omission Number for groups in Go by the number of n-th dame. In H.J.van den Herik and H.Iida, editors, Computers and Games: Proceedings CG'98, number 1558 in Lecture Notes in Computer Science, pages 265-281. Springer Verlag, 1999.

[83]
T. Thomsen. Lambda-search in game trees - with application to Go. ICGA Journal, 23(4):203-217, 2000.

[84]
E. Thorp and W. Walden. A partial analysis of Go. Computer Journal, 7(3):203-207, 1964. Reprinted in: [49], Vol.II, pp.143-151.

[85]
E. Thorp and W. Walden. A computer assisted study of Go on m ×n boards. Information Sciences, 4(1):1-33, 1972. Reprinted in: [49], Vol.II, pp.152-181.

[86]
J. Tromp. Small board Go. Message on computer-go mailing list, 1998.

[87]
J. Tromp. On game space size. Message on computer-go mailing list, 1999.

[88]
B. Wilcox. Reflections on building two Go programs. SIGART Newsletter, 94:29-43, 1985.

[89]
B. Wilcox. Computer Go. In D.N.L. Levy, editor, Computer Games, volume 2, pages 94-135. Springer-Verlag, 1988.

[90]
S. Willmott, J. Richardson, A. Bundy, and J. Levine. An adversarial planning approach to Go. In H.J.van den Herik and H.Iida, editors, Computers and Games: Proceedings CG'98, number 1558 in Lecture Notes in Computer Science, pages 93-112. Springer Verlag, 1999.

[91]
T. Wolf. Investigating tsumego problems with RisiKo. In D.N.L. Levy and D.F. Beal, editors, Heuristic Programming in Artificial Intelligence 2. Ellis Horwood, 1991.

[92]
T. Wolf. The program GoTools and its computer-generated tsume go database. In H. Matsubara, editor, Game Programming Workshop in Japan '94, pages 84-96, Computer Shogi Association, Tokyo, Japan, 1994.

[93]
T. Wolf. About problems in generalizing a tsumego program to open positions. In H. Matsubara, editor, Game Programming Workshop in Japan '96, pages 20-26, Computer Shogi Association, Tokyo, Japan, 1996.

[94]
T. Wolf. The diamond. British Go Journal, 108:34-36, 1997.

[95]
T. Wolf. Forward pruning and other heuristic search techniques in tsume go. Information Sciences, 122:59-76, 2000.

[96]
T. Wolf. Personal communication, 2001.

[97]
D. Wolfe. Mathematics of Go: Chilling Corridors. PhD thesis, University of California at Berkeley, 1991.

[98]
D. Wolfe. The gamesman's toolkit. In R. Nowakowski, editor, Games of No Chance: Combinatorial Games at MSRI, pages 93-98. Cambridge University Press, 1996.

[99]
S.-J. Yan and S.-C. Hsu. Design and implementation of a computer Go program JIMMY 4.0. Journal of Technology, 14(3):423-430, 1999.

[100]
L. Yedwab. On playing well in a sum of games. Master's thesis, MIT, 1985. MIT/LCS/TR-348.

[101]
H. Yoshii. Move evaluation tree system. Complex Games Lab Workshop, , 1998.

[102]
Atsushi Yoshikawa, Takuya Kojima, and Yasuki Saito. Relations between skill and the use of terms - an analysis of protocols of the game of Go. In H. J. van den Herik and H. Iida, editors, Computers and Games, number 1558 in LNCS, pages 282-299. Springer-Verlag, 1999.

[103]
A. L. Zobrist. Feature Extraction and Representation for Pattern Recognition and the Game of Go. PhD thesis, Univ. of Wisconsin, 1970. Microfilm 71-03, 162.


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