A Novel Approach to Solving Goal-Achieving Problems for Board Games
Chung-Chin Shih, Ti-Rong Wu, Ting Han Wei, I-Chen Wu
TL;DR
The paper tackles solving goal-achieving puzzles in board games, focusing on Go life-and-death and Hex connectivity. It introduces Relevance Zone-Based Search (RZS), which uses Relevance Zones (RZs) and Consistent-Replay (CR) conditions to prune outside-zone moves and replay winning strategies, and Faster to Life (FTL) to bias AlphaZero-like training toward faster wins. Across 7x7 and 19x19 Go tsumego benchmarks, RZS combined with FTL solves all 20 seven-by-seven problems and 68 of 106 19x19 problems, outperforming prior solvers that rely on hand-tuned heuristics. The approach is claimed to be generic, extendable to other goal-achieving problems and games such as Hex and Slither, by providing a principled framework for reduction of search and reuse of proven search trees. Overall, the work offers a cohesive method that blends zone-based reasoning with deep-search techniques to efficiently certify goal-oriented outcomes in complex board games.
Abstract
Goal-achieving problems are puzzles that set up a specific situation with a clear objective. An example that is well-studied is the category of life-and-death (L&D) problems for Go, which helps players hone their skill of identifying region safety. Many previous methods like lambda search try null moves first, then derive so-called relevance zones (RZs), outside of which the opponent does not need to search. This paper first proposes a novel RZ-based approach, called the RZ-Based Search (RZS), to solving L&D problems for Go. RZS tries moves before determining whether they are null moves post-hoc. This means we do not need to rely on null move heuristics, resulting in a more elegant algorithm, so that it can also be seamlessly incorporated into AlphaZero's super-human level play in our solver. To repurpose AlphaZero for solving, we also propose a new training method called Faster to Life (FTL), which modifies AlphaZero to entice it to win more quickly. We use RZS and FTL to solve L&D problems on Go, namely solving 68 among 106 problems from a professional L&D book while a previous program solves 11 only. Finally, we discuss that the approach is generic in the sense that RZS is applicable to solving many other goal-achieving problems for board games.
