# Move Evaluation in Go Using Deep Convolutional Neural Networks

arXiv: https://arxiv.org/abs/1412.6564 · HTML: https://mlsanity.com/paper/1412.6564/

## Key facts

- Cited by 3 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 20 Dec 2014.

## Built on by (most cited first, 3 of 3)

- [Amortized Planning with Large-Scale Transformers: A Case Study on Chess](https://mlsanity.com/paper/2402.04494/) (2024)
- [UNSAT Solver Synthesis via Monte Carlo Forest Search](https://mlsanity.com/paper/2211.12581/) (2022)
- [Learning to Play: Reinforcement Learning and Games](https://mlsanity.com/paper/2610.17391/) (2026)

## Abstract (arXiv)

The game of Go is more challenging than other board games, due to the difficulty of constructing a position or move evaluation function. In this paper we investigate whether deep convolutional networks can be used to directly represent and learn this knowledge. We train a large 12-layer convolutional neural network by supervised learning from a database of human professional games. The network correctly predicts the expert move in 55% of positions, equalling the accuracy of a 6 dan human player. When the trained convolutional network was used directly to play games of Go, without any search, it beat the traditional search program GnuGo in 97% of games, and matched the performance of a state-of-the-art Monte-Carlo tree search that simulates a million positions per move.
