Go Life Death Assessment System Using Dynamic Area Expansion
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Solution Overview
Problem
Existing systems for assessing life and death in Go games struggle to accurately determine the status of stones when the outside perimeter includes both white and black stones, limiting their versatility and accuracy, especially during gameplay.
Innovation Solution
A system that uses an input-receiving unit, an assessment unit, and an output unit to assess life and death by designating target stones, specifying points where the outside perimeter and board edge are separated by a predetermined distance, expanding the assessment area, and considering stones as alive if they can escape or are linked to alive stones, even when the perimeter includes multiple locations.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If the outside perimeter includes both white and black stones, then the assessment scenario becomes more complex and diverse, but existing systems cannot accurately assess life and death in such cases
Solution Approach 1:
The patent divides the assessment area into multiple regions based on the outside perimeter configuration. When the outside perimeter includes both white and black stones, the system segments the board into different assessment zones, allowing independent evaluation of each zone's life and death status. This segmentation enables accurate assessment in complex scenarios where the perimeter is not uniform.
Solution Approach 2:
The patent introduces dynamic adjustment of assessment parameters based on the composition of the outside perimeter. When detecting both white and black stones in the perimeter, the system dynamically modifies the assessment criteria and expands the evaluation scope adaptively. This dynamic approach allows the system to handle diverse scenarios while maintaining assessment accuracy.
2Measurement precision
If the assessment area is expanded to include escape routes, then the accuracy of life and death assessment improves, but the complexity of the assessment process increases
Solution Approach 1:
The patent performs preliminary identification of potential escape routes and outside perimeter configurations before conducting the full life and death assessment. By pre-processing the board state to mark escape-critical areas and perimeter compositions, the system reduces the complexity of the main assessment process while ensuring accurate evaluation of escape conditions.
Solution Approach 2:
The patent introduces intermediary structures such as virtual walls and assessment boundaries that mediate between the complex board state and the evaluation logic. These intermediaries simplify the assessment process by clearly defining evaluation zones and escape routes, reducing computational complexity while maintaining accuracy.
Data Source
AI summary
A system is for assessing life and death in go games played on a computer, and includes an input-receiving unit for receiving input from a player, an assessment unit that assesses the life and death of target stones, and an output unit for outputting the results of the assessment in the assessment unit. The assessment unit receives input specifying one or more target stones, specifies the points on the board where a boundary and a board edge are within a prescribed distance from each other, revises the assessment area by expanding the assessment area, assesses an optional stone in the post-revision assessment area to be alive if said stone escapes and was a target stone, and if said stone was not a target stone, performs a life and death assessment after adding the condition that said stone is not captured and a target stone connected to said stone is alive.


