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The Computer Go Room on the K Go Server (KGS) for online discussion and running "bots" Two Representative Computer Go Games, an article about two computer Go games played in 1999, one with two computers players, and the other a 29-stone handicap human-computer game; What A Way to Go describes work at Microsoft Research on building a computer Go ...
AlphaGo is a computer program that plays the board game Go. [1] It was developed by the London-based DeepMind Technologies, [2] an acquired subsidiary of Google.Subsequent versions of AlphaGo became increasingly powerful, including a version that competed under the name Master. [3]
There is an abundance of go software available to support players of the game of Go.This includes software programs that play Go themselves, programs that can be used to view and/or edit game records and diagrams, programs that allow the user to search for patterns in the games of strong players and programs that allow users to play against each other over the Internet.
Monthly Computer Go tournaments are held in the Computer Go room on KGS. [4] The KGS Go Server is distinguished by a kibitz culture. Kibitzes are common and popular in high-level games, and may include off-topic discussions though this is discouraged by the administrators. The two players cannot see kibitzers' comments until after the game.
KataGo is a free and open-source computer Go program, capable of defeating top-level human players. First released on 27 February 2019, it is developed by David Wu, [1] who also developed the Arimaa playing program bot_Sharp which defeated three top human players to win the Arimaa AI Challenge in 2015.
Leela is a computer Go software developed by Belgian programmer Gian-Carlo Pascutto, [1] [2] [3] the author of chess engine Sjeng.It won the third place for 19x19 board Go and the second place for 9x9 board Go at the Computer Olympiad in 2008, [1] [4] and won the eighth place in the 1st World AI Go Tournament in August 2017. [5]
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Real-time Go servers allow players to play against other in real time when both are online at the same time. Generally, this involves a set-up where both players use a client program to connect to the server, which then relays the moves from player to player.