SAI, a Sensible Artificial Intelligence that plays Go
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Abstract (arXiv)
We propose a multiple-komi modification of the AlphaGo Zero/Leela Zero paradigm. The winrate as a function of the komi is modeled with a two-parameters sigmoid function, so that the neural network must predict just one more variable to assess the winrate for all komi values. A second novel feature is that training is based on self-play games that occasionally branch -- with changed komi -- when the position is uneven. With this setting, reinforcement learning is showed to work on 7x7 Go, obtaining very strong playing agents. As a useful byproduct, the sigmoid parameters given by the network allow to estimate the score difference on the board, and to evaluate how much the game is decided.
Key facts. Cited by 5 papers in the map (data through 7 Oct 2026). First posted on arXiv 11 Sep 2018.
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Citing papers per year: 2021: 1; 2022: 2; 2023: 1; 2024: 1.
5 papers.
- 2021Transfer of Fully Convolutional Policy-Value Networks Between Games and Game Variantscited by 6
- 2023Increasing biases can be more efficient than increasing weightscited by 4
- 2022Spatial State-Action Features for General Gamescited by 3
- 2022Score vs. Winrate in Score-Based Games: which Reward for Reinforcement Learning?cited by 2
- 2024A Systematization of the Wagner Framework: Graph Theory Conjectures and Reinforcement Learningcited by 1
- 2024A Systematization of the Wagner Framework: Graph Theory Conjectures and Reinforcement Learning18 Jun 2024
- 2023Increasing biases can be more efficient than increasing weights3 Jan 2023
- 2022Score vs. Winrate in Score-Based Games: which Reward for Reinforcement Learning?31 Jan 2022
- 2022Spatial State-Action Features for General Games17 Jan 2022
- 2021Transfer of Fully Convolutional Policy-Value Networks Between Games and Game Variants24 Feb 2021