Psychological assessment and intervention system and method based on Go behavior analysis

By constructing a psychological assessment and intervention system for Go behavior analysis, and combining human-computer collaborative judgment and the ABC psychological empowerment engine, the system solves the problems of subjectivity and non-standardization in existing psychological assessment methods, realizes a complete closed loop from assessment to intervention, and improves the scientificity and practicality of the assessment results.

CN121662301APending Publication Date: 2026-03-13何有东
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-12-03
Publication Date
2026-03-13

AI Technical Summary

Technical Problem

Existing mental health assessment methods rely on subjective scales and interviews, lack objective and quantifiable behavioral data, making it difficult to achieve standardization and large-scale application, and failing to effectively combine Go behavior with psychological assessment.

Method used

By integrating Go platform data collection, intelligent game record analysis, human-machine collaborative judgment, and behavior mapping-based intervention modules, a psychological assessment and intervention system is constructed, including game record data collection, psychological and behavioral quantitative analysis model, human-machine combined judgment platform, and ABC psychological empowerment engine, to achieve a complete closed loop from assessment to intervention.

Benefits of technology

It improves the objectivity and accuracy of psychological assessments, provides personalized intervention pathways, enhances the scientific rigor and practicality of assessment results, and enables continuous model optimization to adapt to the needs of different users.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a psychological assessment and intervention system and method based on Go behavior analysis, and relates to the technical field of psychological health, the system comprises a chess manual data acquisition module, a digital cardiac therapy all-in-one machine, a psychological behavior quantitative analysis model and a man-machine combination study and judgment platform. The method comprises the following steps: collecting chess manual data generated when a user plays chess on a general go platform; the chess manual is imported into the all-in-one machine, each step of chess is classified into a local hand, a nostrum, a custom hand or a faint hand through the quantitative analysis model and mapped to a preset psychological behavior mode, and a preliminary quantitative report is generated; and performing deep interpretation and verification by a professional analyst in combination with a chess context to form a final evaluation conclusion. The system can also perform targeted intervention through an ABC psychological enabling engine, and comprises a cognitive remodeling module, a behavior construction module and a social adaptation module. Psychological assessment is realized by quantitatively analyzing the Go behaviors, and the assessment accuracy is improved in combination with man-machine research and judgment, so that a basis is provided for psychological intervention.
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Description

Technical Field

[0001] This invention relates to the field of mental health technology, specifically to a psychological assessment and intervention system and method based on Go behavior analysis. Background Technology

[0002] Currently, the methods commonly used in the field of mental health assessment mainly rely on scale assessments and clinical interviews. While these traditional methods are widely used in practice, they have significant limitations. On the one hand, scale results are easily influenced by the respondent's emotional state, social desirability, and subjective interpretation biases, challenging the reliability of the assessment. On the other hand, the interview process is highly dependent on the analyst's experience and judgment, making standardization and large-scale application difficult, and lacking objective, quantifiable behavioral data to support it. With the increasing demand for mental health services in society, developing an assessment technique that can overcome subjectivity, enable continuous monitoring, and has good cultural adaptability has become an important research direction in this field.

[0003] Go, an ancient intellectual game originating in China, is characterized by its complex game progression. Each move reflects a player's thinking habits, emotional regulation abilities, risk preferences, and stress coping strategies, making it a potential window into psychological and behavioral observation. However, while some research has attempted to link Go activities with cognitive and behavioral characteristics, a systematic technical solution has yet to be developed to scientifically quantify Go behavior and effectively map it to psychological assessment dimensions. Existing technologies largely remain at the theoretical discussion or localized experimental stages, lacking a complete closed loop from data collection and analysis to intervention and feedback, and failing to deeply integrate traditional Chinese cultural wisdom with modern digital technology. Summary of the Invention

[0004] The purpose of this invention is to provide a psychological assessment and intervention system and method based on Go behavior analysis. By integrating Go platform data collection, intelligent game record analysis, human-computer collaborative judgment, and intervention modules based on behavior mapping, an objective, quantitative, and culturally compatible psychological assessment system is constructed to overcome the problems of strong subjectivity, difficulty in dynamic tracking, and insufficient cultural adaptation in existing technologies.

[0005] To achieve the above objectives, the present invention provides the following technical solution: a psychological assessment and intervention system and method based on Go behavior analysis, comprising: Chess Notation Data Acquisition Module: Used to connect to a common Go playing platform and acquire chess notation data files that conform to a standard format generated by the user during the game on the platform; Digital cardiac therapy integrated machine: As the core processing and storage unit of the system, it is communicatively connected to the chess score data acquisition module and is used to receive, store and manage the chess score data files; Psychological and behavioral quantitative analysis model: Deployed and running inside the digital psychotherapy machine, the model contains preset analysis rules and classification logic, which can analyze the input chess game data step by step. Based on the recognized chess strength value judgment standard in the field of Go, each move is classified into one of "ordinary move", "brilliant move", "common move" or "bad move", and based on the pre-established mapping relationship, the above move type sequence is associated with specific, preset psychological and behavioral pattern tendencies. Human-machine collaborative judgment platform: Integrated into the system, it is used to receive the preliminary quantitative analysis report output by the psychological behavior quantitative analysis model and provide it to professionally trained psychological analysts for review; The analysts, in combination with a deep understanding of the specific process of the game, the context of the game, and the relevant cultural background, verify, interpret and deepen the content of the preliminary report, and finally form a comprehensive psychological assessment conclusion that integrates objective data and professional insights.

[0006] Furthermore, the pre-defined mapping relationships in the aforementioned psychological behavior quantitative analysis model specifically include: mapping the behavior pattern of frequently occurring "bad hands" to impulsive and provocative or withdrawal and avoidance psychological behavior tendencies; mapping the behavior pattern of frequently occurring "common hands" to refined self-interest or half-hearted psychological behavior tendencies; mapping the behavior pattern of consistently presenting "normal hands" to competitive and confrontational or resource-sharing psychological behavior tendencies; and mapping the behavior pattern of occurring "skillful hands" to innovative and breakthrough psychological behavior tendencies.

[0007] Furthermore, the system also includes an ABC psychological empowerment engine; this engine is connected to the psychological behavior quantitative analysis model and the human-machine combined judgment platform, and initiates a targeted psychological intervention process based on the final determined psychological behavior pattern assessment conclusion; the ABC psychological empowerment engine specifically consists of three functional modules: A-lock Cognitive Reshaping Module: Focuses on adjustment and optimization at the cognitive level; B-behavior construction module: focuses on the training and reinforcement of behavioral patterns; C-guided social adaptation module: focuses on strategy application and adaptation in social contexts.

[0008] Furthermore, the A-lock cognitive reshaping module employs counterintuitive rationality reverse domestication technology, guiding cognitive reconstruction by presenting logical scenarios that contradict the user's inherent cognitive patterns but align with long-term interests. This module integrates a strategy library based on the survival wisdom of organisms in the Yangtze River Basin, using strategy prototypes from different organisms in the library to intervene in maladaptive psychological behaviors. For example, it uses the squirrel's resource redundancy backup strategy to cope with uncertainty to intervene in impulsive and agitated behavioral tendencies; and it uses the cockroach's survival strategy of demonstrating tenacious vitality in extreme adversity to intervene in withdrawal and avoidance behavioral tendencies.

[0009] Furthermore, the B-shot behavior construction module includes a series of gamified training tasks that unfold in constructed virtual scenarios. Representative virtual scenarios include a "capture-and-shoot range" aimed at improving local computation and decisive decision-making abilities, and a "siege defense battle" aimed at cultivating strategic thinking and patient defense. The specific objectives and difficulty levels of the gamified tasks are dynamically configured and adjusted based on the user-dominated behavior types identified in real time or historically evaluated by the psychological behavior quantitative analysis model.

[0010] Furthermore, the C-guided social adaptation module integrates the strategic philosophy of "victorious armies first win and then seek battle" from Sun Tzu's Art of War. By setting up decision-making scenarios with long-term and chain-reaction characteristics in a virtual life sandbox simulation environment, it allows users to intuitively experience the long-term consequences that different behavioral strategies (especially the sophisticated self-interested type and the energetic but unsuccessful type) may bring, thereby guiding their behavior patterns to evolve towards a more constructive resource-sharing or innovative breakthrough direction.

[0011] Furthermore, the system also includes a module for constructing diverse training scenarios based on Go opening patterns. This module systematically applies the six basic combat systems in Go theory (such as different openings and middle game tactics derived from star points, small points, and three-three points) to create a rich and varied training environment. Each training scenario is specially designed to strengthen psychological traits corresponding to specific Go strategies. For example, training in a certain opening pattern can cultivate patience and a global perspective, while training in another middle game tactic can cultivate risk decision-making ability.

[0012] Furthermore, the system also includes a reliability and validity verification and model optimization module. This module continuously collects continuous behavioral data generated by users within the system (including chess game data and performance data during the intervention process), compares this data with external independent criteria (such as standardized psychological scale results, expert evaluation conclusions, etc.), and uses statistical methods to perform correlation analysis and regression verification, thereby evaluating and continuously improving the classification accuracy of the psychological behavior quantitative analysis model and the predictive effectiveness of future behavioral tendencies.

[0013] Furthermore, the method is implemented using the system described in any one of claims 1 to 8, and includes the following steps: Data acquisition steps: Users play games on a general Go platform, and the system acquires the standard game record files generated by their games through the game record data acquisition module; Data analysis steps: Import the acquired chess score file into the digital psychotherapy all-in-one machine. The psychological behavior quantitative analysis model built into the all-in-one machine will automatically analyze the data according to preset rules and generate a preliminary quantitative report reflecting the user's chess move characteristics and potential psychological behavior patterns. Comprehensive assessment steps: In the human-machine combined assessment platform, professional psychological analysts review the preliminary quantitative report, and combine the specific context of the chess game, the application of the game strategy and relevant cultural background knowledge to conduct in-depth interpretation, necessary correction and content supplementation of the analysis results, forming a final psychological assessment report with practical guidance significance. Model optimization steps: During long-term operation, the system continuously accumulates chess game data and human feedback information from analysts. This information is used to periodically calibrate and iteratively update the parameters and rules in the psychological behavior quantitative analysis model in order to improve its analytical accuracy and adaptability.

[0014] Furthermore, the method also includes intervention implementation steps: after forming the final assessment conclusion, the corresponding intervention process is initiated through the ABC psychological empowerment engine; the intervention process, based on the psychological and behavioral tendencies determined by the assessment, carries out targeted training and guidance in three levels: A (cognitive reshaping), B (behavioral construction), and C (social adaptation); the intervention process is mainly carried out in the constructed virtual reality environment, and the focus and difficulty of the intervention strategy can be dynamically adjusted according to the user's real-time performance in the intervention task.

[0015] This invention provides a psychological assessment and intervention system and method based on Go behavior analysis, which has the following beneficial effects: 1. This invention effectively overcomes the limitations of traditional psychological assessment methods that rely on subjective scales and interviews by using actual game records generated by users in Go matches as an objective data source. The system automatically classifies and quantifies each move in the game record, transforming abstract psychological activities into concrete and measurable behavioral indicators, providing a solid data foundation for the assessment conclusions. This assessment method based on real behavioral data significantly improves the objectivity and comparability of the results, avoiding biases caused by subjective statements from test subjects or differences in the personal experience of interviewers, making the assessment of psychological states more scientific and reliable.

[0016] The system creatively applies Go, a crystallization of wisdom rooted in Chinese culture, to the field of psychological assessment, making the assessment process more aligned with the cultural background and thinking habits of local users. The strategic planning, trade-offs, and long-term planning inherent in Go have a deep connection with the psychological patterns of individuals in real-world decision-making. Leveraging this cultural affinity, the system can more naturally and profoundly reveal users' implicit cognitive and behavioral tendencies. Compared to directly applying assessment tools based on Western cultural backgrounds, its assessment results may be more explanatory and have greater application value.

[0017] This invention employs a unique human-machine collaborative judgment mechanism. After the artificial intelligence model completes the initial quantitative analysis, professional analysts are introduced for in-depth interpretation and verification. This design leverages the high efficiency of computers in data processing and pattern recognition while fully integrating human experts' profound understanding of the chess game context, strategic intent, and cultural connotations. Through the complementary strengths of humans and machines, the final evaluation report not only possesses data-supported objectivity but also includes depth of professional insight, effectively improving the accuracy and practicality of the evaluation results.

[0018] The system transcends a single assessment function, integrating an intervention module based on assessment results (ABC Psychological Empowerment Engine), achieving a complete closed loop from assessment to intervention. This engine can initiate targeted cognitive reshaping, behavioral construction, and social adaptation training based on specific psychological and behavioral patterns identified by a quantitative analysis model. This design and implementation enable the system not only to identify problems but also to provide specific, personalized improvement paths, extending the practical value of psychological assessment to the level of positive intervention and promotion, serving the user's long-term mental health development.

[0019] By establishing a reliability and validity verification and model optimization module, the system has built a continuous self-improvement mechanism. This module collects continuous behavioral data from users during the intervention process and conducts correlation analysis and regression verification with external criteria to continuously test and improve the accuracy and predictive effectiveness of the analytical model. This process ensures that the system's core analytical model can continuously evolve with data accumulation and feedback loops, and the scientific rigor and reliability of its assessment and intervention are continuously enhanced over time, forming a dynamic technical solution. Attached Figure Description

[0020] To more clearly illustrate the embodiments of the present invention or the technical solutions in the prior art, the drawings used in the description of the embodiments or the prior art will be briefly introduced below. Obviously, the drawings in the following description are merely exemplary, and those skilled in the art can derive other embodiments based on the provided drawings without creative effort.

[0021] Figure 1 This is a diagram showing the overall workflow and core modules of the system of the present invention; Figure 2 This is a flowchart detailing the psychological and behavioral quantitative analysis model of the present invention. Figure 3 This is the flowchart of the ABC psychological empowerment engine intervention process of this invention; Figure 4 This is a flowchart of the human-machine combined judgment platform of the present invention; Figure 5 This is a flowchart of the closed-loop process for reliability and validity verification and model optimization of the present invention. Detailed Implementation

[0022] Exemplary embodiments will now be described in detail, examples of which are illustrated in the accompanying drawings. When the following description relates to the drawings, unless otherwise indicated, the same numerals in different drawings denote the same or similar elements. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with this disclosure. Rather, they are merely examples of apparatuses consistent with some aspects of this disclosure as detailed in the appended claims.

[0023] The technical solutions of the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings. All other embodiments obtained by those skilled in the art based on the embodiments of the present invention without creative effort are within the scope of protection of the present invention.

[0024] How to use: First, data collection and preliminary analysis Users play Go using common Go platforms (such as Tencent Go, FoxGo, etc.). The system automatically acquires standard game record files generated after each game through a game record data acquisition module. These game record files are then imported into a digital psychotherapy all-in-one machine, which serves as the core processing unit, for storage. The psychological and behavioral quantitative analysis model deployed within the all-in-one machine automatically analyzes the game record files, categorizing each move by the user into Go terms such as "good move," "brilliant move," "common move," and "bad move," and generating a preliminary quantitative assessment report based on preset mapping relationships.

[0025] Second, comprehensive analysis combining human and machine capabilities. After the system generates a preliminary quantitative report, it enters the human-machine collaborative analysis platform. In this stage, professional analysts provide in-depth interpretation of the report. Analysts, considering the specific game context, Go cultural background, and their professional knowledge, verify, revise, and supplement the model's analysis results, ultimately forming a final psychological assessment conclusion that integrates objective data with professional insights.

[0026] Third, implement targeted psychological interventions. After reaching a final assessment conclusion, the system can activate the ABC Psychological Empowerment Engine for targeted intervention. This engine comprises three core modules: 1. A-Lock Cognitive Reshaping Module: This module uses counterintuitive rationality reverse domestication technology and calls upon the Yangtze River biological survival strategy library (such as using the squirrel redundancy backup strategy to intervene in impulsive and irritable behaviors) to guide and reshape the cognitive level of the identified maladaptive psychological behaviors.

[0027] B-Shooting Behavior Construction Module: This module creates gamified tasks (such as virtual scenarios like "capture shooting range" and "territory defense battle") to allow users to train their behavior in a simulated Go context. The system dynamically adjusts the goals and difficulty of the tasks based on the real-time identified user behavior types to promote the construction of adaptive behaviors.

[0028] C-guided social adaptation module: This module integrates traditional philosophical ideas such as "winning the war first" from Sun Tzu's Art of War. By simulating the long-term consequences of different decisions in a virtual life sandbox, it guides users' behavior patterns to evolve in a more adaptive direction (such as resource sharing and innovation breakthrough).

[0029] Fourth, system optimization and verification The system includes modules for reliability and validity verification and model optimization. By continuously collecting users' behavioral data during the intervention process and performing correlation analysis and regression verification with external criteria, the system iteratively optimizes the judgment accuracy and predictive validity of the psychological and behavioral quantitative analysis model, ensuring the continuous improvement of the overall system's evaluation and intervention effects.

[0030] Fifth, construct diverse training scenarios. The system can also call upon six operational system application modules based on Go opening patterns to construct diverse training scenarios for users. Each scenario focuses on strengthening different psychological traits, providing users with a more comprehensive and targeted path to improve their psychological literacy.

[0031] Example: Example 1: Assessment and Cognitive Restructuring Intervention for Impulsive Decision-Making Tendencies This embodiment details how the system assesses and intervenes with a teenage user named "Xiao Zhang" who exhibits impulsive decision-making tendencies. Xiao Zhang is a high school student who displays significant impatience and irritability in his daily studies and interpersonal interactions.

[0032] First, the data acquisition and preliminary analysis phase began. Xiao Zhang played a game on a 19x19 Go board on the Tencent Go platform. The game record data acquisition module automatically acquired the game record and transmitted it to the digital psychotherapy machine. After analyzing the game record move by move by move, the psychological and behavioral quantitative analysis model generated a preliminary quantitative report. The report significantly pointed out that Xiao Zhang repeatedly exhibited aggressive behaviors during the game, such as forcibly cutting off the opponent's shape without in-depth calculation and ignoring his own weaknesses. These moves were categorized by the model as "bad moves" and preliminarily mapped to an "impulsive and agitated" psychological and behavioral pattern.

[0033] Following this, a comprehensive human-machine analysis was conducted. A professional analyst reviewed the report and provided in-depth interpretation within the specific context of the game. The analyst discovered that Xiao Zhang's "bad moves" often occurred after his opponent made unexpected moves, and his subsequent pace of play noticeably accelerated, leading to more errors. This confirmed the assessment that he was prone to emotional fluctuations under pressure, resulting in decreased decision-making quality. Ultimately, the analyst confirmed the assessment conclusion of an "impulsive and irritable" behavioral pattern.

[0034] Based on this conclusion, the system initiated targeted psychological intervention. The A-lock cognitive reshaping module in the ABC Psychological Empowerment Engine began to work. This module did not directly criticize Xiao Zhang's impulsiveness, but instead guided him to re-examine his chess game in a virtual reality environment through its built-in "counterintuitive rationality reverse domestication technology." For example, the system would simulate and demonstrate the long-term advantages that a more conservative "true move" might have brought, and invoke the "squirrel redundancy backup strategy" from the "Yangtze River Biological Survival Strategy Library"—by demonstrating the wisdom of squirrels storing food in multiple locations and batches for winter, it guided Xiao Zhang to understand the importance of leaving room for maneuver and building a safety backup before making decisions, thereby subtly reshaping his cognitive pattern of acting hastily and disregarding consequences.

[0035] Example 2: Wargaming Application for Building Social Adaptability in Special Education Groups This embodiment demonstrates the application scenario of the system in a special education school in Nanjing, used to enhance students' social adaptability. Participating students were assigned to the "Red Team Heavy Armored Combined Arms Brigade Go Team" to conduct a virtual reality wargame simulation called "Breakthrough Battle on the Grass Belly."

[0036] Before the simulation began, the system established a behavioral baseline for each student. Based on their historical game records, the data analysis module analyzed their dominant behavioral patterns. Some were mapped to the "retreat and avoidance type" (corresponding to moves that are often characterized by retreat in "bad moves"), while others were mapped to the "start strong but finish weak type" (corresponding to moves that are often characterized by "common moves", with an aggressive opening but weak performance in the middle game).

[0037] The simulation unfolded in a VR environment, with the chessboard set as a four-dimensional battlefield: academic pursuits corresponded to intelligence warfare, interpersonal collaboration to logistics, career development to battlefield construction, and crisis management to skirmishes. The opening move implemented a "Four Crossings of the Chishui River" scenario, suppressing the Red side's win rate to below 3%, simulating the immense challenges faced in the real world. Students needed to collaborate; for example, the "Star Position Combat Group" was responsible for overall intelligence (academic planning), while the "Small Point Close Combat Cluster" was responsible for local engagements (interpersonal communication). Their decisions not only affected the outcome of the virtual game but also dynamically rendered the battlefield situation in the VR scene, illustrating the principle of "victorious armies first win" from Sun Tzu's *The Art of War*, visually demonstrating the long-term impact of each decision on "logistics" (interpersonal relationships) and "battlefield construction" (career accumulation).

[0038] Throughout this process, the C-guided social adaptation module is deeply involved. When the system identifies a student abandoning a key point due to fear of failure (withdrawal and avoidance), it guides them to experience the "flounder mimicry game" strategy, learning how to conceal their intentions and accumulate strength when in a weak position. When a student exhibits short-term self-interest (refined egoism), the system guides them towards "resource-sharing" behavior by simulating long-term consequences. Throughout the simulation, the psychological warfare supervision team provides ethical guidance, ensuring that pressure and support coexist. Ultimately, when the red team collaboratively increases their win rate to above the 60% threshold, the students, in a highly simulated game scenario, practice and internalize how to apply the wisdom of Go strategies to solve real-world social adaptation problems.

[0039] Example 3: Behavioral Construction and Strategy Simulation for Addressing Career Development Dilemmas This example is designed for a college graduate named "Xiao Li" who is facing confusion about career choices. The system provides intervention through behavior construction and strategy simulation.

[0040] Xiao Li's game records on the Yike Go platform were systematically collected and analyzed. A psychological and behavioral quantitative analysis model revealed that his playing style leans towards conservatism, with most moves being "standard moves," but he lacks decisiveness at crucial moments, occasionally making "unconventional" moves. This reflects a defensive and uninspired characteristic within his "competitive and confrontational" behavioral pattern. After comprehensive analysis, analysts believe this reflects Xiao Li's psychological state in real-world career choices: a desire for stability, a fear of loss, and an inability to make groundbreaking decisions.

[0041] In response to this situation, the B-behavior construction module was activated. This module designed a gamified task called "Territory Defense" for Xiao Li. In a virtual Go scenario constructed in VR, Xiao Li needs to defend a territory representing his "professional field" while dealing with "invading pieces" from multiple directions, representing different career opportunities and risks. The task objectives and difficulty are dynamically adjusted based on Xiao Li's real-time actions: when he is too conservative, the system increases the diversity and complexity of the "invasions," encouraging him to take the initiative and broaden his horizons; when he is recklessly aggressive, the system highlights the vulnerabilities in his defenses, guiding him to consider the balance between stability and development. This high-intensity behavioral training aims to help Xiao Li build the ability to make decisions in uncertainty and bear the consequences.

[0042] Simultaneously, the "Virtual Life Sandbox" of the C-guided social adaptation module began operation. The system maps Xiao Li's series of decisions in the "territory defense battle" onto a virtual career spanning decades. Based on the philosophy of "The Art of War," the sandbox simulates and demonstrates the long-term development paths and consequences that different behavioral strategies (whether to continue with the "basic" approach or try innovative breakthroughs with the "brilliant" approach) may bring, enabling him to deeply understand the relationship between short-term strategies and long-term life planning, thereby guiding his behavioral patterns to evolve in a direction more conducive to long-term development.

[0043] Example 4: Continuous Optimization and Reliability and Validation Process of System Model This embodiment illustrates the system's self-optimization mechanism, namely how to improve the accuracy of the evaluation through continuous data accumulation and verification.

[0044] During the system's long-term operation, the reliability and validity verification and model optimization modules continuously function. This module extensively collects continuous game records from users on a general Go platform before and after intervention, using this data for deduction. Simultaneously, it obtains external criterion data about users in real-world environments through legal and compliant means, such as changes in their comprehensive quality evaluations at school, performance appraisals at work, or periodic evaluation reports issued by professional psychological counselors.

[0045] Subsequently, the module conducts rigorous correlation analysis and regression validation on these data. For example, it analyzes whether the external criterion data (such as the frequency of interpersonal conflict) of users identified by the model as "impulsive and irritable" are significantly positively correlated with the model's judgment; and whether the external criterion data (such as team collaboration evaluation) of users identified by the model as having improved behavioral patterns towards "resource-sharing" show corresponding positive changes. Through extensive data comparison and statistical analysis, the accuracy (validity) of the psychological and behavioral quantitative analysis model and its effectiveness in predicting future behavior can be quantitatively evaluated.

[0046] Based on the analysis results, the R&D team iteratively optimized the model. If a specific chess pattern sequence was found to be more strongly correlated with a certain psychological behavior pattern than initially assumed, the model's mapping algorithm would be adjusted. If the interpretation of a certain type of "clumsy move" in a specific cultural context was found to be biased, the analyst team would annotate it to train the model to more accurately understand the chess game context. This closed-loop process ensures that the system is not only an evaluation tool, but also a learning system that can continuously evolve and improve its scientific rigor and accuracy as data accumulates.

[0047] Example 5: Strengthening specific psychological traits using diverse Go opening scenarios This embodiment demonstrates how the system utilizes its built-in "Six Major Combat System Application Modules Based on Go Patterns" to provide users with targeted psychological trait enhancement training.

[0048] The system module pre-sets various training scenarios based on classic Go joseki and board positions, each emphasizing different psychological traits. For example, for a user assessed as having a "retreat and avoidance" behavioral tendency, the system might invoke the "small-eye long-range assault group" combat scenario. This scenario originates from the long-range extension technique in Go joseki, with its core tactic being "the great way is without principle, the move is swift as thunder," biologically mapped to "squirrel cross-cycle resource scheduling." In the VR environment, the user needs to plan and execute a long-range, far-reaching strategic deployment and layout in a seemingly peripheral board position, overcoming the fear of the unknown and experiencing how to influence the whole from a local perspective, thereby training their long-term planning and strategic vision, and combating the tendency to retreat in the face of challenges.

[0049] For another user who needs to improve their adaptability and innovation, the system may activate the "Plank Jump Task Force" combat scenario. This scenario corresponds to the complex and difficult "Plank Jump" shape in Go, with the core strategy being "a battle of titans," and the biological mapping being "a cockroach's extreme environment survival algorithm." The user will be placed in an extremely complex and high-pressure Go game segment, requiring them to quickly calculate multiple variations under this "extreme environment" and find unconventional solutions (i.e., "brilliant moves"), thereby strengthening their psychological resilience and innovative breakthrough capabilities under high pressure.

[0050] Through this highly structured and diverse contextual training closely integrated with Go wisdom, the system can go beyond simple Go skills instruction and directly target the psychological and behavioral patterns that users need to improve. It provides immersive, engaging, and culturally rich intervention methods to achieve precise reinforcement of psychological traits.

[0051] Although embodiments of the invention have been shown and described, it will be understood by those skilled in the art that various changes, modifications, substitutions and alterations can be made to these embodiments without departing from the principles and spirit of the invention, the scope of which is defined by the appended claims and their equivalents.

Claims

1. A psychological assessment and intervention system and method based on Go behavior analysis, characterized in that, include: Game record data acquisition module: used to acquire game records generated by users on a general Go platform; Digital cardiac therapy integrated machine: As the core processing unit of the system, it receives and stores chess score data; Psychological and behavioral quantitative analysis model: Deployed in an all-in-one machine, it analyzes the game record through algorithms, classifies each move into "good move, brilliant move, common move, bad move", and maps it to a preset psychological and behavioral pattern; Human-machine collaborative analysis platform: After the system generates a preliminary quantitative report, professional analysts conduct in-depth interpretation and verification to form a final assessment conclusion.

2. The psychological assessment and intervention system and method based on Go behavior analysis according to claim 1, characterized in that: The mapping relationships of the psychological behavior quantitative analysis model include: bad hand is mapped to impulsive and provocative or withdrawal and avoidance behavior; mediocre hand is mapped to refined self-interest or half-hearted behavior; good hand is mapped to competitive and confrontational or resource-sharing behavior; and skillful hand is mapped to innovative and breakthrough behavior.

3. The psychological assessment and intervention system and method based on Go behavior analysis according to claim 1, characterized in that: The system also includes the ABC psychological empowerment engine, which is used to conduct targeted interventions based on the output of the quantitative analysis model. The engine includes the A module for cognitive reshaping, the B module for behavioral construction, and the C module for social adaptation.

4. The psychological assessment and intervention system and method based on Go behavior analysis according to claim 3, characterized in that: The A-lock cognitive reshaping module intervenes in maladaptive psychological and behavioral types through counterintuitive rationality reverse domestication technology and the Yangtze River biological survival strategy library. Among them, the Yangtze River biological survival strategies include the squirrel redundancy backup strategy to intervene in impulsive and irritable behaviors, and the cockroach adversity survival strategy to intervene in withdrawal and avoidance behaviors.

5. The psychological assessment and intervention system and method based on Go behavior analysis according to claim 3, characterized in that: The B-shot behavior construction module includes gamified tasks, which include virtual scenarios such as "shooting range" and "territory defense". The task objectives and difficulty are dynamically adjusted according to the user behavior types identified in real time.

6. The psychological assessment and intervention system and method based on Go behavior analysis according to claim 3, characterized in that: The C-guided social adaptation module integrates the philosophy of "winning the war by winning the war" from Sun Tzu's Art of War. It simulates the long-term consequences of strategies in a virtual life sandbox, guiding users to evolve towards resource-sharing or innovative breakthrough behaviors.

7. The psychological assessment and intervention system and method based on Go behavior analysis according to claim 1, characterized in that: The system also includes six operational system application modules based on Go patterns, used to construct diverse training scenarios, each scenario focusing on strengthening different psychological traits.

8. The psychological assessment and intervention system and method based on Go behavior analysis according to claim 1, characterized in that: The system also includes a reliability and validity verification and model optimization module, which is used to conduct correlation analysis and regression verification by collecting continuous user extrapolation data and external criteria, so as to improve the accuracy of model judgment and the effectiveness of prediction.

9. A psychological assessment and intervention method based on Go behavior analysis, characterized in that, Includes the following steps: Data Acquisition: Users play against each other on a general Go platform, and the system collects the standard game record files they output; Data analysis: Import the chess score file into the digital psychotherapy machine, and the psychological and behavioral quantitative analysis model will automatically analyze it and generate a preliminary quantitative report; Comprehensive assessment: Using a combination of human and machine methods, analysts combined the context of the chess game with cultural background to conduct in-depth interpretation and revision of the quantitative report, forming the final evaluation report; Model optimization: The analysis model is iteratively optimized through continuously accumulated chess game data and human feedback.

10. A psychological assessment and intervention system and method based on Go behavior analysis according to claim 9, characterized in that: The method also includes initiating targeted interventions based on the psychological behavior mapping results through the ABC psychological empowerment engine, and dynamically adjusting the intervention strategies in a virtual reality environment.