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作者:卓俊佑
作者(英文):Jun-You ZHUO
論文名稱:基於深度學習之圍棋勢力分佈圖應用於著手屬性分析及棋風
論文名稱(英文):Move Attribute Analysis and Playing Style with Ownermap Based on Deep Learning
指導教授:顏士淨
指導教授(英文):Shi-Jim Yen
口試委員:林紋正
江政欽
口試委員(英文):Wen-Cheng Lin
Cheng-Chin Chiang
學位類別:碩士
校院名稱:國立東華大學
系所名稱:資訊工程學系
學號:610521221
出版年(民國):107
畢業學年度:106
語文別:中文
論文頁數:28
關鍵詞:圍棋勢力分佈圖著手屬性分析電腦圍棋深度學習類神經網路棋風
關鍵詞(英文):OwnermapMove Attribute AnalysisComputer GoDeep LearningNeural NetworkPlaying Style
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在沒有老師的情況下,想要瞭解圍棋盤面每一著手的影響力,對於初學者
來說是困難的。本論文在此利用圍棋勢力分佈圖(ownermap)的變化來分析每一
著手的影響力及屬性。Ownermap 傳統計算方式利用多次模擬所以很花時間,為
了減少計算時間,我們利用深度學習的方式來去預測未來的圍棋勢力分佈圖。
另外,我們也利用分析著手屬性來讓電腦傾向下我們希望的棋風。
It is difficult for a beginner to realize the impact of every move for go without a teacher. We use changing of the ownermap to analyze impact and attribute of each move. The traditional way to compute ownermap is by multiple times of simulation, so it takes a lot of time. In order to reduce the computation time, we use deep learning to predict the ownermap. In addition, we try to use the attribute of moves to let the computer play in a style we specify.
摘要 .............................................................. I
Abstract ........................................................ III
致謝 .............................................................. V
目錄 ............................................................ VII
圖目錄 ........................................................... IX
表目錄 ........................................................... XI
第一章 緒論 ........................................................ 1
1.1 研究背景 ................................................... 1
1.2 研究動機 ................................................... 1
1.3 論文概述 ................................................... 1
第二章 相關文獻探討 ................................................ 3
2.1 本論文主要開源程式介紹 ...................................... 3
2.2 ownermap 相關研究 .......................................... 3
2.3 著手優劣與影響相關研究 ...................................... 4
2.4 棋風相關研究 ............................................... 4
第三章 研究方法 .................................................... 5
3.1 蒐集與篩選圍棋棋譜 ......................................... 5
3.2 產生 ownermap 資料 ........................................ 6
3.3 產生類神經網路訓練與測試資料 ................................ 6
3.4 訓練類神經網路 ............................................. 6
3.5 產生四屬性數值 ............................................. 8
3.5.1 術語說明 ............................................. 8
3.5.2 圍地 ................................................ 9
3.5.3 破地 ................................................ 9
3.5.4 棋子的價值 ........................................... 9
3.5.5 攻擊 ............................................... 10
3.5.6 防守 ............................................... 10
3.6 棋風 ................................................. 11
第四章 實驗結果與分析 .............................................. 13
4.1 MC Ownermap 與 DCNN Ownermap 計算時間比較: ................ 13
4.2 三種網路架構 Loss 比較: ................................... 14
4.3 MC Ownermap 和 DCNN Ownermap Loss 比較: .................. 15
4.4 四屬性展示 ................................................ 17
4.5 棋風展示 .................................................. 18
第五章 結論 ....................................................... 25
參考文獻 .......................................................... 27
附錄 ............................................................. 29
Style Only 棋譜 .................................................. 29
Conditional Style 棋譜 ........................................... 33
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