Go Life Death Judgment System Dynamic Priority Processing

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Solution Overview

Problem

Existing Go game systems struggle to perform accurate and efficient life and death judgments for stones during gameplay, as they either require manual player input, are limited to simple patterns, or take too long to process, leading to delayed results and player frustration.

Innovation Solution

A computer-based life and death judgment system that prioritizes processing moves with higher possibilities of resulting in a judgment, changes priorities dynamically, and optionally places opposing stones to reduce the number of judgment points, allowing for faster determination of stone life or death.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If the system processes all judgment points equally without prioritization, then comprehensive accuracy is maintained, but processing time increases significantly

Engineering Contradiction:
Improvejudgment accuracyVSAvoidprocessing time
Core Design Contradiction:
Measurement precisionVSLoss of time

Solution Approach 1:

The system performs preliminary analysis to identify and prioritize judgment points that are most likely to result in a life-or-death determination. By pre-calculating priorities based on stone groups, liberties, and positional importance before full processing, the system focuses computational resources on critical areas first, achieving faster results without sacrificing comprehensive accuracy.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system dynamically adjusts processing priorities during execution based on emerging information about stone group status, liberty counts, and potential life-or-death scenarios. This dynamic reordering allows the system to adapt to actual board conditions and focus on the most critical judgments as they develop.

Inventive Principle:
Principle #15Dynamics

2Measurement precision

If the system uses complex judgment algorithms to handle various game scenarios, then judgment accuracy improves, but device complexity increases

Engineering Contradiction:
Improvejudgment accuracyVSAvoidsystem complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The system segments the life-or-death judgment process into distinct modular components: stone group identification, liberty counting, priority calculation, and final determination. Each module handles a specific aspect of the judgment, making the overall complex system more manageable and maintainable while preserving comprehensive judgment capability across various game scenarios.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system employs universal judgment algorithms that can handle multiple game scenarios (mid-game, endgame, various stone configurations) through a single integrated framework. Rather than creating separate specialized algorithms for each scenario, the system uses flexible data structures and conditional logic within unified functions to adapt to different situations.

Inventive Principle:
Principle #6Universality (Multi-functionality)

3Productivity

If the system places opposing stones to reduce judgment points, then processing speed increases, but judgment reliability may be compromised

Engineering Contradiction:
Improveprocessing speedVSAvoidjudgment reliability
Core Design Contradiction:
ProductivityVSReliability

Solution Approach 1:

The system applies partial stone placement only to the extent necessary to reduce judgment points while maintaining reliability. By strategically placing opposing stones only in positions that clearly cannot affect the life-or-death outcome of specific groups, the system achieves speed improvements without compromising the accuracy of critical judgments.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS10265617B2Life and death judgement system for Go game
Publication Date: 2019.04.23 PANDANET
  • US10265617B2 patent drawing
  • US10265617B2 patent drawing
  • US10265617B2 patent drawing

AI summary

A life and death judgment system for a go game played with a computer comprising an input reception unit that receives an input by a player, a life and death judgment processing unit that judges whether judgment subject stones or target stones are alive, and an output processing unit that outputs the result of the life and death judgment is provided. The life and death judgment processing unit tentatively determines the priority of a move at each point when implementing the judgment in a judgment realm, judges a point of a move with a high possibility and/or a move with a low possibility of a result of the judgment, changes the priority of the point of the move with a high possibility with respect to each priority of the tentatively determined point, and undertakes the move of each stone based on the priority after such change, thereby implement the judgment.