Skip to Main Content
Deep Learning and the Game of Go
book

Deep Learning and the Game of Go

by Kevin Ferguson, Max Pumperla
January 2019
Intermediate to advanced content levelIntermediate to advanced
384 pages
13h 27m
English
Manning Publications
Content preview from Deep Learning and the Game of Go

Chapter 3. Implementing your first Go bot

This chapter covers

  • Implementing a Go board by using Python
  • Placing sequences of stones and simulating a game
  • Encoding Go rules for this board to ensure legal moves are played
  • Building a simple bot that can play against a copy of itself
  • Playing a full game against your bot

In this chapter, you’ll build a flexible library that provides data structures to represent Go games and algorithms that enforce the Go rules. As you saw in the preceding chapter, the rules of Go are simple, but in order to implement them on a computer, you have to consider all the edge cases carefully. If you’re a novice to the game of Go or need a refresher of the rules, make sure you’ve read chapter 2. This chapter is technical ...

Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.
Start your free trial

You might also like

Deep Learning

Deep Learning

Andrew Glassner
Deep Learning with PyTorch

Deep Learning with PyTorch

Eli Stevens, Thomas Viehmann, Luca Pietro Giovanni Antiga

Publisher Resources

ISBN: 9781617295324Supplemental ContentPublisher SupportOtherPublisher WebsitePurchase Link