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  1. NTU Theses and Dissertations Repository
  2. 電機資訊學院
  3. 資訊工程學系
請用此 Handle URI 來引用此文件: http://tdr.lib.ntu.edu.tw/jspui/handle/123456789/1360
完整後設資料紀錄
DC 欄位值語言
dc.contributor.advisor薛智文
dc.contributor.authorHung-Cheng Linen
dc.contributor.author林弘承zh_TW
dc.date.accessioned2021-05-12T09:37:10Z-
dc.date.available2019-02-12
dc.date.available2021-05-12T09:37:10Z-
dc.date.copyright2019-02-12
dc.date.issued2018
dc.date.submitted2019-01-30
dc.identifier.citation[1] Erik CD van der Werf, H Jaap Van Den Herik, and Jos WHM Uiterwijk. Solving go on small boards. Icga Journal, 26(2):92–107, 2003.
[2] Erik CD van der Werf and Mark HM Winands. Solving go for rectangular boards. Icga Journal, 32(2):77–88, 2009.
[3] Cheng-Wei Chou, Ping-Chiang Chou, Hassen Doghmen, hang-Shing Lee, TsanCheng Su, Fabien Teytaud, Olivier Teytaud, Hui-Ming Wang, Mei-Hui Wang, LiWen Wu, et al. Towards a solution of 7x7 go with meta-mcts. In Advances in Computer Games, pages 84–95. Springer, 2011.
[4] Erik CD van der Werf, Jos WHM Uiterwijk, and H Jaap van den Herik. Solving ponnuki-go on small boards. 2002.
[5] Chia-Chuan Chang, Ting-Han Wei, and I-Chen Wu. Job-level computing with boinc support. In Technologies and Applications of Artificial Intelligence (TAAI), 2016 Conference on, pages 200–206. IEEE, 2016.
[6] John Tromp and Gunnar Farnebäck. Combinatorics of go. In International Conference on Computers and Games, pages 84–99. Springer, 2006.
[7] Ken Thompson. Retrograde analysis of certain endgames. ICCA journal, 9(3):131–139, 1986.
[8] Haw-ren Fang, Tsan-sheng Hsu, and Shun-chin Hsu. Construction of chinese chess endgame databases by retrograde analysis. In International Conference on Computers and Games, pages 96–114. Springer, 2000.
[9] Hiroyuki Iida, Jin Yoshimura, Kazuro Morita, and Jos WHM Uiterwijk. Retrograde analysis of the kgk endgame in shogi: Its implications for ancient heian shogi. In International Conference on Computers and Games, pages 318–335. Springer, 1998.
[10] John W Romein and Henri E Bal. Solving awari with parallel retrograde analysis. Computer, 36(10):26–33, 2003.
[11] Bruno Bouzy. Go patterns generated by retrograde analysis. Evaluation, 1(3):9.
[12] Ping-hsun Wu, Ping-Yi Liu, and Tsan-sheng Hsu. An external-memory retrograde analysis algorithm. In International Conference on Computers and Games, pages 145–160. Springer, 2004.
[13] ⽇本棋院. 囲碁パズル「黒貓のヨンロ」 . Retrieved Apr 16, 2018, from the World Wide Web: https://www.nihonkiin.or.jp/teach/app/yonro/index.html/, 2011.
[14] Ko at sensei’s library. Retrieved Mar 30, 2018, from the World Wide Web: https://senseis.xmp.net/?Ko, 2017.
[15] Scoring at sensei’s library. Retrieved Mar 30, 2018, from the World Wide Web: https://senseis.xmp.net/?Scoring, 2017.
[16] Seki at sensei’s library. Retrieved Mar 30, 2018, from the World Wide Web: https://senseis.xmp.net/?Seki, 2017.
[17] David B Benson. Life in the game of go. Information Sciences, 10(1):17–29, 1976.
[18] Louis Victor Allis et al. Searching for solutions in games and artificial intelligence. Rijksuniversiteit Limburg, 1994.
[19] Peter Deutsch and Jean-Loup Gailly. Zlib compressed data format specification version 3.3. Technical report, 1996.
[20] zlib. Retrieved May 11, 2018, from the World Wide Web: http://www.zlib.net/, 2018.
[21] zlib 1.2.11 manual. Retrieved May 31, 2018, from the World Wide Web: https://www.zlib.net/manual.html, 2017.
[22] Henri Bal and Victor Allis. Parallel retrograde analysis on a distributed system. In Supercomputing, 1995. Proceedings of the IEEE/ACM SC95 Conference, pages 73–73. IEEE, 1995
dc.identifier.urihttp://tdr.lib.ntu.edu.tw/handle/123456789/1360-
dc.description.abstract之前的研究已有弱解的小盤面圍棋解法,在此基礎上,我們希望能找到小盤面圍棋的強解,做為更深入的分析。我們應用圍棋的特性來壓縮狀態的儲存空間,並用回溯分析以找出所有可能狀態的最佳解,也設計出一個儲存於硬碟的資料庫以供後續存取。為了儲存及更新大量的狀態,使用壓縮後並儲存分割的資料區塊於記憶體而非硬碟,在需要使用的時候再解壓,可達到速度和記憶體用量的平衡。此方法亦可應用於巨量資料的處理。此外,我們由結果觀察並證明正確一路圍棋的最佳簡單著手規則。zh_TW
dc.description.abstractPreviously studies have weakly solved the problem of playing small-board-sized Go, but this study determines a strongly-solved solution and a database to access afterward. State reduction is applied by the features of Go; and then retrograde analysis is used to find the optimal answer of every possible state of small-board-sized Go. Dealing with large state information, an in-memory method is used to search the states for small-board-sized Go. Saving separated compressed data in the memory, instead of on a disk, and decompressing this data on demand, to balance performance and memory usage, in order to solve the problem efficiently. This method can also be applied to large scale data processing. A method is also determined that obtains the optimal result for boards with a single row.en
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Previous issue date: 2018
en
dc.description.tableofcontentsAcknowledgements iii
摘要 v
Abstract vii
1 Motivation 1
2 Related Work 3
2.1 Previous Works . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
2.2 Retrograde Analysis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
2.3 4 × 4 Problems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
3 Problem Definition 7
3.1 The Rules of Go . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
3.1.1 Basic Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
3.1.2 Rules of Ko . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
3.1.3 Scoring Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
3.2 Seki . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
3.3 The Rules that are used for this study . . . . . . . . . . . . . . . . . . . . 10
3.4 Goal . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
4 Method 13
4.1 Encoding of States . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
4.2 Legal States and Reduction . . . . . . . . . . . . . . . . . . . . . . . . . 15
4.2.1 Terminal States . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
4.2.2 State Reduction . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
4.2.3 Sort Order . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
4.3 Search Algorithm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18
4.3.1 Preprocessing . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
4.3.2 Algorithm to Search the Game Result . . . . . . . . . . . . . . . 19
4.3.3 Algorithm to Find the Score . . . . . . . . . . . . . . . . . . . . 21
4.3.4 Data Structure used to save the Search Result . . . . . . . . . . . 21
4.3.5 Validation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
4.3.6 Misc . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
4.4 In-Memory Method . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
4.5 Memory Issues . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
4.6 Performance Issues . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
5 Result 29
5.1 Configuration . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
5.2 Experimental Results . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
5.3 Performance Considerations . . . . . . . . . . . . . . . . . . . . . . . . 30
5.3.1 Memory Block Size and Memory Chunk Size . . . . . . . . . . . 30
5.3.2 Sort Order . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
5.3.3 Number of Edges . . . . . . . . . . . . . . . . . . . . . . . . . . 33
5.3.4 Search Depth . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
5.3.5 Data Saving Method . . . . . . . . . . . . . . . . . . . . . . . . 36
5.4 Variation: Circular Board . . . . . . . . . . . . . . . . . . . . . . . . . . 37
5.5 Properties of Go . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
5.5.1 Seki . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
5.5.2 Strongly Connected Component . . . . . . . . . . . . . . . . . . 38
5.6 Strategy for 1 × n Go . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
5.6.1 Step(s) = 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
5.6.2 Step(s) = 3 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
5.6.3 Step(s) = 2 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
5.6.4 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
6 Conclusion and Future Work 53
6.1 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 53
6.2 Future Work . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
6.2.1 Rule-Based 2 × N Go . . . . . . . . . . . . . . . . . . . . . . . 54
6.2.2 Other Sorting Criteria . . . . . . . . . . . . . . . . . . . . . . . 54
References 55
dc.language.isoen
dc.subject記憶體內運算zh_TW
dc.subject小盤面圍棋zh_TW
dc.subject狀態空間搜尋zh_TW
dc.subject回溯分析zh_TW
dc.subjectState Space Searchen
dc.subjectIn- Memory Computingen
dc.subjectRetrograde Analysisen
dc.subjectSmall-board-Goen
dc.title有效使用記憶體的小盤面圍棋求解演算法及實作zh_TW
dc.titleMemory efficient algorithms and implementations for solving small-board-sized Goen
dc.typeThesis
dc.date.schoolyear107-1
dc.description.degree碩士
dc.contributor.coadvisor徐讚昇
dc.contributor.oralexamcommittee王大為,蔣益庭
dc.subject.keyword小盤面圍棋,狀態空間搜尋,回溯分析,記憶體內運算,zh_TW
dc.subject.keywordSmall-board-Go,State Space Search,Retrograde Analysis,In- Memory Computing,en
dc.relation.page57
dc.identifier.doi10.6342/NTU201802448
dc.rights.note同意授權(全球公開)
dc.date.accepted2019-01-31
dc.contributor.author-college電機資訊學院zh_TW
dc.contributor.author-dept資訊工程學研究所zh_TW
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