My Master’s thesis, defended in September 2007.
Go, a popular game of strategy, is not amenable to the traditional AI techniques for game playing. Because of the game’s hierarchical and temporal nature, the use of structural representation is a logical approach to try. This thesis presents a preliminary representation of the game of Go in the structural language of the Evolving Transformation System (ETS).
An ETS class hierarchy designed to capture progressively complex aspects of Go positions is presented. Individual Go stones are represented as elements of a few low-level classes, these classes are the constituent pieces of higher-level classes corresponding to blocks of stones, which are in turn assembled into classes corresponding to the evolution of larger shapes.
The presented class hierarchy could form the basis of the first entirely class-based Go-player, meaning that such a program’s move selection would be directed by generative class descriptions.