>From: plipp@tugiig (Peter Lipp)
Date: 1 Dec 88 10:30:05 GMT

 Hi go-friends!
 Because of massive interest I decided to post the list.

 Here comes the ordered bibliography. It not only consists of books about go,
 go and computers, but of literature of general interest when dealing with 
 programming a computer playing go. It has been compressed and encoded.
 All entries ticked are available, the ones marked with (!) are looked for
 by us. Exchange possible. Comments (email) highly welcome, especially missign
 "entries".

 Peter Lipp

\documentstyle[german]{dreport}
\author{Martin M"uller}
\title {Go - Programmier - Bibliographie}
\begin{document}
\begin{thebibliography}{verylong}

\bibitem{1}

{\large \bf literature on Computer-Go }
\bigskip
{\bf older works}

\bibitem{lefkovitz1}
(!) Lefkovitz, D., A Strategic Pattern Recognition Program of the Game of
Go. Wright Air Development Division
 techn. Note 60- 243, Univ. of Pennsylvania, The Moore
School of Electrical Engineering, Philadelphia,Pennsylvania, 1960.


\bibitem{remus1}
(!) Remus, H., Lernversuche an der IBM 704. In: Lernende Automaten,
pp.144-154, 1961.

\bibitem{remus2}
$\surd$ Remus, H., Simulation of a Learning Machine for Playing Go.
Information Processing 1962, pp.192-194, North Holland, 1963.
Auch in: \cite{levy1}, Vol.II, pp.136-142.


\bibitem{thorp1}
$\surd$ Thorp, Walden. A partial analysis of Go. Computer Journal, Vol.7
No.3, pp. 203-207, 1964.
Auch in: \cite{levy1}, Vol.II, pp.143-151.


\bibitem{thorp2}
$\surd$ Thorp, Walden. A Computer assisted Study of Go on 
$m \times n$ boards. Inf.
Sciences, Vol.4 No.1, pp.1-33, 1972. Auch in: \cite{banerji3}, pp. 303-343
und in: \cite{levy1}, Vol.II, pp.152-181.


\bibitem{uhr1}
(!) Uhr, L., Programs for the Japanese Game of Go. Pattern Recognition,
Learning and Thought, Prentice Hall, pp.230-248, 1973.


\bibitem{wimmer1}
$\surd$ Wimmer,M.  Computer und Go. In: Die Treppe, 1965.


\bibitem{zobrist1}
$\surd$ Zobrist,A.L.   Feature  extraction  and  representation  for 
pattern  recognition and the game of Go.  Doctoral  Dissertation, 
The University of Wisconsin, 1970. Microfilm No.71-3,162.

\bibitem{zobrist2}
(!) Zobrist, A.L., A Model of Visual Organisation for the Game of Go.
Proceedings AFIPS Spring Joint Computer Conference,
Vol.34, pp.103-112, 1969.


\bigskip
{\bf newer works}


\bibitem{benson1}
Benson, D.B., Soule, S.P. , Legal Go: A formal program specification. 
WSU, Pullman, Washington, 1978.

\bibitem{benson3}
$\surd$ Benson, D.B., Life in the Game of Go. Information Sciences, Vol.10,
pp.17-29, 1976.
Auch in: \cite{levy1}, Vol.II, pp.203-213.

\bibitem{benson4}
Benson, D.B., Starkey, J.D., The Game of Go on the Computer. In:
Proc. ACM-CIPS Pacific Regional Symposium, 1976.

\bibitem{benson5}
Benson, D.B., Computerizing the Game of Go. Techn. rep. CS-76-31,
Comp.Sci.Department, WSU, Pullman, 1976.

\bibitem{benson6}
$\surd$ Benson, D.B., Hilditich, B.R., Starkey, J.D., Tree Analysis
Techniques in Tsumego. In: Proc. IJCAI, pp.50-52, 1979, und
in: \cite{levy1}, Vol.II, pp.265-269.


\bibitem{brown1}
Brown, D.J.H. Hierarchical Reasoning in the Game of Go.
Proc. IJCAI 6, pp.114-116, 1979.

\bibitem{brown2}
Brown, D.J.H., Seeing is Believing ( or How to Make Sabaki ). In:
\cite{bramer1}, pp.177-184.

\bibitem{brown3}
Brown, D.J.H., A Computational Model of Reasoning. Report, Conf.
Comp. Soc. of South Africa, 1979.

\bibitem{brown4}
Brown, D.J.H., Reasoning about Games. AISB Newsletter, Vol.32,
pp.14-17, 1978.

\bibitem{brown5}
Brown, D.J.H., Computer Games - Is Go harder than Chess ? In:
Personal Computing 12, pp.81-83, 1979.

\bibitem{brown6}
Brown, D.J.H., Dowsey, S., The Challenge of Go. New Scientist,
Vol.81, pp.303-305, 1979.


\bibitem{evers1}
$\surd$ Evers, P., The Planning Structure for the Beginning Game of Go. Proc.
ACM-CIPS, June 1976.


\bibitem{friedenbach1}
$\surd$ Friedenbach, K.J. Abstraction Hierarchies: A Model of Perception and
Cognition in the Game of Go. Dissertation, Univ. of California, Santa
Cruz, 1980. ( Microfilm )


\bibitem{gottschalk1}
(!) Gottschalk, G.F., Game Playing - the Ancient Game of Go. MA-Thesis,
Naval Postgraduate School, Monterey, California, Ad 741134.


\bibitem{kerwin1}
(!) Kerwin, J., Reitman, W., Video Game No.3: A Go Protocol with
Comments. Unpublished Paper, Uni. of Michigan, Mental Health
Research Institute, 1973.


\bibitem{lehner1}
(!) Lehner, P.E., Planning in Adversity: A Computational Model of
Strategic Planning in the Game of Go. PhD Dissertation, Univ. of
Michigan, 1981.

\bibitem{lehner2}
$\surd$ Lehner, P.E., Strategic Planning in Go. In: \cite{bramer1},
pp.167-176.


\bibitem{mano1}
$\surd$ Mano, Y., An approach to conquer difficulties in developing a Go
playing program. Journal of Information Processing, 7, no.2,
pp.81-88, 1984. Auch in: \cite{levy1}, Vol.II, pp.248-264.


\bibitem{miller1}
$\surd$ Miller, J., The End Game of Go. In: \cite{acm1}.


\bibitem{reitman1}
$\surd$ Reitman,W.  and Wilcox,B.  A Program for playing Go:  Interim 
Report. The University of Michigan, Ann Arbor,1976.

\bibitem{reitman2}
$\surd$ Reitman,W.  and Wilcox,B.  The Structure and performance  of 
the  Interim.2 Go program,1980.  Proc.  of the 6th  International 
Joint Conference on Artificial Intelligence.  IJCAI,  Tokyo 1979, 
pp.711-719. Auch in: \cite{heine1}, pp.105-124,
und in: \cite{levy1}, Vol.II, pp.234-247.

\bibitem{reitman3}
$\surd$ Reitman,W.  and Wilcox,B.  Perception and representation  of 
spatial relations in a program for playing Go.  Proc. of the 30th 
National  Conference of the Association for Computing  Machinery, 
1975. pp.37-41.
Auch in: \cite{levy1}, Vol.II, pp.192-202.

\bibitem{reitman4}
$\surd$ Reitman, W.  and Wilcox, B. , Pattern Recognition and
Pattern-Directed Inference in a Program for Playing Go. In:
\cite{waterman1}, pp.503-523, und in: \cite{levy1}, pp.214-233.

\bibitem{reitman5}
(!) Reitman, W.  and Wilcox, B. , Modelling Tactical Analysis and Problem
Solving in Go. Proc. of the Tenth Annual Pittsburgh Conference on
Modelling and Simulation, pp. 2133-2148, 1979.

\bibitem{reitman6}
$\surd$ Reitman, W., et al., Goals and Plans in a Program for Playing Go.
Proc. 29th ACM Conference, pp.123-127, 1974.
Auch in: \cite{levy1}, Vol.II, pp.182-191.

\bibitem{reitman7}
(!) Reitman, W., Nado, R., Wilcox, B., Machine Perception: What makes it
so hard for Computers to see? In: Savage (Ed.), Perception and
Cognition,  University of Minnesota Press, Minneapolis, pp.65-87,
1978.


\bibitem{ryder1}
$\surd$ Ryder,J.L.  Heuristic analysis of large trees as generated in 
the game of go. Doctoral dissertation, Stanford University, 1971. 
Microfilm No. 72-11,654.


\bibitem{sander1}
(!) Sander, P.T., A Strategic Approach to the Game of Go. M.Sc.Thesis,
Uni. of Western Ontario, Dept. of Computer Science.


\bibitem{sanechika1}
(!) Sanechika, N., Ohigashi, H., Mano, Y., Sugawara, Y., Torii, K., Notes
on Modelling and Implementation for the Human Player's Decision
Processes in the Game of Go. Bull. Electr.Techn.Lab. (Japan), Vol.45,
No.1-2, pp.1-11, 1981.

\bibitem{sanechika2}
Sanechika, N., Recent Developments in Game Playing Programs ( in
japanischer Sprache). Information Processing, 20, no.7, pp.601-611,
1979.

\bibitem{sanechika3}
Sanechika, N., A model of evaluating moves in the Game of Go. Proc.
of the 22nd Convention of the Information Processing Society of
Japan, 1981.

\bibitem{sanechika4}
Sanechika, N., Programming the Decision Process in Go.(in japanischer
Sprache) Techn. Report
of the Information Processing Society of Japan, June 1982.


\bibitem{starkey1}
$\surd$ Starkey, J.D. The X-O-O Heuristic in Game Tree Analysis. 
In: \cite{acm1}

\bibitem{soule1}
Soule, S., The Implementation of a Go Board. Inf. Sciences, Vol.16,
pp.31-40, 1978.


\bibitem{sugawara1}
Sugawara, Y. and Sanechika, N., A method to recognize the strength
situation in a Go program ( in japanischer Sprache). Proc.
of the 23rd National Conference of the Information Processing Society of
Japan, 1981.


\bibitem{tackett1}
$\surd$ Tackett, M., A pattern recognition approach to tesuji
programming in Go. In:\cite{acm1}.


\bigskip
{\bf recent works}

\bibitem{haider1}
$\surd$ Haider, C., Anwendung von Verfahren des Maschinellen Lernens auf das
japanische Brettspiel Go, Diplomarbeit, TU Berlin, 1988.


\bibitem{kierulf1}
(!) Kierulf, A., Merkle, M., Nievergelt, J., 
A Smart Go Board, its Applications, Algorithms for Tactical
Calculator, User Manual. Several Unpublished Papers, ETH Z"urich, 1984/85



\bigskip
{\bf articles}


\bibitem{aroutcheff1}
Aroutcheff, P., Atari en Basic, Jeux et Strategie, No.31, pp.18-19,
1985.

\bibitem{block1}
Block, H.C., Axioms for Go. ACM SIGART Newsletter, no.51, pp.13-14,
1975.

\bibitem{bradley1}
Bradley, M.B., The Game of Go - The Ultimate Programming Challenge ?
Creative Computing, pp.89-99, March 1979.


\bibitem{dowsey1}
Dowsey, S., Go and the Computer. Go Review, Vol.13 No.3, pp.72-74,
March 1973.


\bibitem{fairbairn1}
$\surd$ Fairbairn, J. The 1984 Acornsoft Computer Go Tournament. In:
\cite{goWorld1} Nr.35, pp.8-11, 1984.


\bibitem{good1}
Good, I.J., The mystery of Go. In: New Scientist, No.427 ( January
21st ), pp.172-174, 1965. Auch in: \cite{levy1}, Vol.II, pp.87-93.


\bibitem{hamann2}
Hamann, C.M., Chronologie der Programmierung des Japanischen
Brettspiels Go - Eine Herausforderung an die k"unstliche Intelligenz.
Angewandte Informatik, 12/85, pp.501-511, 1985.


\bibitem{kierulf1}
$\surd$ Kierulf,A. and Nievergelt,J., Computer Go: A Smart Go Board and its
Applications. In: \cite{goWorld1}, No.42, pp62-64, Winter 1985/86.


\bibitem{mann1}
Mann, B., Computer Games - Analysis of a Game. Personal Computing,
Vol.3, No.6, pp.83-86.


\bibitem{millen1}
$\surd$ Millen, J.K., Programming the Game of Go. Byte, Vol.6 No.4,
pp.102-120.


\bibitem{scarff1}
$\surd$ Scarff, A., Intelligentes Go? in: \cite{dgoz1}, Heft 5/85, pp.20-23,
(1985).

\bibitem{scarff2}
$\surd$ Interview mit A.Scarff: The Bard of Computer Go, by 
Jonathan Wood, in:
\cite{goWorld1}, No.46, pp.9-13, Winter 1986/87.


\bibitem{shannon1}
Shannon, C.E., Automatic chess Player. In: Scientific American,
pp.48-51, February 1950.


\bibitem{takagawa1}
$\surd$ Takagawa Shukaku, Honorary Honinbo, How Many Moves is it Possible to
Read ? in: \cite{goWorld1}, No.41, pp.30-33, Autumn 1985.


\bibitem{ting1}
$\surd$ Ting, C.H., Go in Forth. Dr. Dobb's Journal, No. 83, pp. 54
- -65, September 1983.


\bibitem{webster1}
Webster, B.F., A Go Board for the Macintosh. Byte, Vol.9, pp.125-128,
434-448, November 1984.


\bibitem{wilcox1}
$\surd$ Wilcox,B.  Computer Go. In: \cite{agj1}, 13:4-6, 14:1, 
14:5-6 (1979/80). Auch in: \cite{levy1}, Vol. II, pp.94-135.

\bibitem{wilcox2}
$\surd$ Wilcox, B., Instant Go. In: \cite{agj1}, 12:5-6 bis 14:5-6.

\bigskip
{\bf general go-books}


\bibitem{agj1}
(!) American Go Journal, P.O.Box 397, Old Chelsea Station, New York, N.Y.
10113.

\bibitem{davies1}
$\surd$ Davies, J. , Die chinesischen Go-Regeln. 
In: \cite{dgoz1}, 3-6/1987, 1-3/1988.


\bibitem{davies2}
$\surd$ Davies, J. , Life and Death. Ishi Press, 1975.


\bibitem{davies3}
$\surd$ Davies, J. , Tesuji. Ishi Press, 1975.


\bibitem{dgoz1}
$\surd$ Deutsche Go-Zeitung. Herausgegeben vom Deutschen Go Bund e.V.,
Postfach 60 54 54, D-2000 Hamburg 60, BRD.


\bibitem{egf1}
$\surd$ Congres Europeen de Go 1987. Herausgegeben von der EGF, 1987.


\bibitem{dieMeister1}
Die gro\3en Meister des japanischen Go( In japanischer Sprache
).\\
$\surd$ Band 13: Ito Showa und Ota Yuzo.
 Kommentar von Hashimoto Shoji 9-Dan.\\
$\surd$ Band 17: Shuei. Kommentar von Takagawa Honinbo. \\
$\surd$ Band 18: Shusai. Kommentar von Sakakibara 9-Dan.



\bibitem{fujisawa1}
$\surd$ Fujisawa, S., Reducing Territorial Frameworks. Ishi Press, Tokyo, 1986.


\bibitem{goWorld1}
$\surd$ Go World. Erscheint viertelj"ahrlich. The Ishi Press, Inc. CPO Box
2126, Tokyo, Japan.


\bibitem{haruyama1}
$\surd$ Haruyama, I. and Nagahara, Y., Basic Techniques of Go. Ishi
Press, Tokyo,
1969.


\bibitem{ing1}
$\surd$ Ing, C.K., The SST Laws of Wei-Ch'i, Eleventh Edition. Ing Chang-Ki
Wei-Ch'i Educational Foundation, 1986.


\bibitem{ishida1}
$\surd$ Ishida, A. and Davies, J., Attack and Defense. Elementary
Go Series, Vol.5, Ishi Press, Tokyo, 1980.

\bibitem{ishida2}
$\surd$ Ishida, Y. Dictionary of Basic Joseki. Vol.1-3. Ishi Press,
Tokyo, 1977.


\bibitem{iwamoto1}
$\surd$ Iwamoto, K., Go. Goldmann, 1984.

\bibitem{iwamoto2}
Iwamoto, K., The 1971 Honinbo Tournament. Ishi Press, 1972.
\bibitem{kageyama1}
$\surd$ Kageyama, T. Lessons in the Fundamentals of Go. Ishi Press,
Tokyo, 1978.

\bibitem{kageyama2}
$\surd$ Kageyama, T., Kage's Secret Chronicles of Handicap Go. Ishi
Press, Tokyo,
1975.


\bibitem{kano1}
Kano, Y., Graded Go Problems for Beginners, Vol. I - IV, Nihon Kiin,
1987.


\bibitem{kajiwara1}
Kajiwara, T., The Direction of Play. Ishi Press, 1979.


\bibitem{kato1}
Kato, M., Kato's Attack and Kill. Ishi Press, 1978.


\bibitem{koulen1}
Koulen, M., Go - Die Mitte des Himmels. DuMont, 1986.


\bibitem{miyamoto1}
Miyamoto, N., The Breakthrough to Shodan. Ishi Press, 1976.


\bibitem{ohira1}
Ohira, S., Appreciating famous Games. Ishi Press, 1977.


\bibitem{power1}
Power, J. ( Ed. ), Invincible, The Games of Shusaku. Kiseido
Publishing Co., 1982.


\bibitem{sakata1}
$\surd$ Sakata, E., Modern Joseki and Fuseki, 
Vol. 1+2. Ishi Press, Tokyo, 1970.

\bibitem{sakata2}
$\surd$ Sakata, E., The Middle Game of Go, Vol.1. Ishi Press, 1971.


\bibitem{takagawa2}
$\surd$ Takagawa S., The Power of the Star Point. Ishi Press, 1988.


\bibitem{takemiya1}
Takemiya, M., Enclosure Josekis, Ishi Press, 1983.


\bigskip
{\bf general game-playing literature}


\bibitem{akl1}
Akl, S.G., and Newborn, M.M., The Principal Continuation and the
Killer Heuristic. Proc. ACM Nat. Conf., Seattle, pp. 466-478, 1977.

\bibitem{akl2}
Akl, S.G., and Doran, R.J., A comparison of parallel implementations
of the alpha-beta and scout tree searching algorithms using the game
of checkers. In: \cite{bramer1}, pp.290-303, 1983.

\bibitem{banerji1}
Banerji, R.B., and Ernst, G.W., Changes in representation which
preserve strategies in games. Proc. of 2nd IJCAI, pp 651-658, 1971.

\bibitem{banerji2}
Banerji, R.B., and Ernst, G.W., Strategy construction using
homomorphisms between games. Artificial Intelligence, 3, pp.223-250,
1972.

\bibitem{banerji3}
Banerji, R.B., and Mesarovic, Non
numerical problem solving, Springer, 1970.


\bibitem{baudet1}
Baudet, G.M., On the branching factor of the alpha-beta pruning
algorithm. Artificial Intelligence, 9, pp.177-199, 1978.


\bibitem{berliner1}
Berliner, H.J., An examination of brute force intelligence, in:
Proceedings IJCAI-81, Vancouver, 1981.

\bibitem{berliner2}
Berliner, H.J., The $B*$ tree search algorithm: A best first proof
procedure, Artificial Intelligence 12, pp.23-40, 1979.

\bibitem{berliner3}
Berliner, H.J., Chess as problem solving: The development of a
tactics analyzer. Unpublished Doctoral Thesis, Carnegie-Mellon
University, Pittsburgh, 1974. Chapter 1 in: \cite{levy2}, 1988.

\bibitem{berliner4}
$\surd$ Berliner, H.J., and Campbell, M.S., Using Chunking to solve Chess
Pawn Endgames. Artificial Intelligence, .


\bibitem{botvinnik1}
$\surd$ Botvinnik, M.M., Computers in Chess: Solving Inexact Search Problems.
Springer, 1984.


\bibitem{bratko2}
Bratko, I., Knowledge-based problem solving in AL3. Machine
Intelligence 10 ( Eds. Hayes, J.E., Michie, D., Pao, Y.-H. ), Ellis
Horwood, 1982. Auch in: \cite{bramer1}, pp.63-86 ( abgek"urzte
Fassung ).


\bibitem{campbell1}
Campbell, M.S., Marsland, T.A., A Comparison of Minimax Tree Search
Algorithms. Artificial Intelligence 20(4), pp.347-367, 1983.


\bibitem{degroot1}
DeGroot, A.D., Thought and Choice in Chess. Mouton, den Haag, 1965.
Kapitel VII A wiedergegeben in \cite{levy2}.


\bibitem{frey1}
Frey, P.W. (Ed.), Chess Skill in Man and Machine. 2nd Edition, Springer
Verlag, 1983.

\bibitem{frey2}
$\surd$ Frey, P.W., 
The alpha-beta algorithm: Incremental updating, well behaved
evaluation functions, and non-speculative forward pruning. In
\cite{bramer1}, pp.285-289.


\bibitem{harris1}
Harris, L.R., The heuristic search: An alternative to the alpha-beta
minimax procedure. In: \cite{frey1}, pp.157-167, 1977.


\bibitem{knuth1}
Knuth, D.E., and Moore, R.W., An analysis of alpha-beta pruning. Artificial
Intelligence 6, pp.293-326, 1975.
\bibitem{mcallester1}
$\surd$ McAllester, D.A., Conspiracy Numbers for Min-Max Search, Artificial
Intelligence 35, pp.287-310, 1988.


\bibitem{nau1}
Nau, D.S., An Investigation of the Causes of Pathology in Games.
Artificial Intelligence 19, pp.257-278, 1982 .

\bibitem{nau2}
Nau, D.S., The Last Players Theorem. Artificial Intelligence 18,
pp.53-65, 1982 .

\bibitem{nau3}
Nau, D.S., Pathology on Game Trees revisited and an alternative to
minimaxing. Artificial Intelligence 21 (1-2), pp.221-244, 1983.


\bibitem{nilsson1}
Nilsson, N.J., Principles of Artificial Intelligence. Tioga, 1980.

\bibitem{palay1}
Palay, A.J., The $B*$ tree search algorithm - New Results, Artificial
Intelligence 19, pp.145-163, 1982.


\bibitem{pearl1}
Pearl, J. ( Ed. ), Search and Heuristics ( Reprints aus Artificial
Intelligence, Vol.21, No. 1,2). North Holland, 1983.

\bibitem{pearl2}
Pearl, J., Heuristics. Addison-Wesley, 1985.

\bibitem{roizen1}
Roizen, I. and Pearl, J., A minimax algorithm better than alpha-beta?
Yes and no, Artificial Intelligence 21, pp.199-220, 1983.


\bibitem{rosenbloom1}
$\surd$ Rosenbloom, P.S., A World-Championship-Level 
Othello Program. Artificial
Intelligence 19, pp.279-320. Auch in: \cite{levy1}.


\bibitem{samuel1}
Samuel, A.L., Some studies in machine learning using the game of
Checkers. IBM Journal of Research and Development, 3, No.3, 210-229,
1959.

\bibitem{samuel2}
Samuel, A.L., Some studies in machine learning using the game of
Checkers. II - Recent progress.
 IBM Journal of Research and Development, 11, No.6, 601-618,
1967.


\bibitem{stockman1}
Stockman, G., A minimax algorithm better than alpha-beta? Artificial
Intelligence 12, pp.179-196, 1979.


\bibitem{waterman1}
(!) Waterman, D.A. and Hayes-Roth, F. ( Eds.), Pattern-Directed Inference
Systems. Academic Press, 1978.

\bibitem{zahle1}
$\surd$ Zahle, T.U., A Program of Master Strength to Play 5 in a Row. EURO
IFIP ( Editor: Samet P.A.) ,North Holland, 1979.


\bibitem{wilkins1}
Wilkins, D.E, Using Patterns and Plans to solve Problems and Control
Search. Stanford, 1979.

 
\bigskip

\bibitem{uhr2}
Uhr, L.M., and Vossler, C., A Pattern Recognition Program that
generates, evaluates, and adjusts its own Operators. Proceedings of
the Western Joint Computer Conference, pp.555-569, 1961.


\bigskip
{\bf mathematical, game-oriented literature}


\bibitem{aigner1}
$\surd$ Aigner, M., Graphentheorie. Teubner, 1984.


\bibitem{benson2}
$\surd$ Benson, D.B., A Mathematical Analysis of Go. In: \cite{heine1},
pp.55-64.


\bibitem{fraenkel1}
(!) Fraenkel, A.S., From Nim to Go. Annals of Discrete Mathematics,
Vol.6, pp.137-156, 1978.
															
\bibitem{hanner1}
$\surd$ Hanner, O. , Mean Play of Sums of Positional Games, Pacific Journal
of Mathematics, Vol.9 No.1, pp.81-99, 1959.


\bibitem{kim1}
(!) Kim, J.B., On the Game of Go. Kyungpook Math. Journal, pp.125-134,
1978.


\bibitem{lenz1}
$\surd$ Lenz, K.F., Die Semeai-Formel. 
In: \cite{dgoz1}, 57. Jahrgang, Nr.4,
Juli/August 1982.


\bibitem{lichtenstein1}
(!) Lichtenstein, D., Sipser, M., Go is polynomial space hard. Journal
ACM, Vol.27, No.2, pp.393-401, April 1980.


\bibitem{liu1}
Liu, S.C., A mathematical theory of Wei-ch'i ( or the Game of Go ).
In: Memorial Volume to President Chiang Kai-Shek. Acad. Sinica,
Taipei, Taiwan, pp.75-108, 1976.

\bibitem{liu2}
Liu, S.C., Discussion on an earlier Paper on a Mathematical Theory of
the Game Wei-ch'i ( Go ). In: Essays, Comm. of the Golden Jubilee of
Academia Sinica, Taipei, Taiwan, pp.133-188, 1978.
 

\bibitem{milnor1}
(!) Milnor, J. , Sums of Positional Games. In: 
Contributions to the Theory of
Games (Eds. Dresher, M., Tucker, A.W., Wolfe), Vol. II, pp.291-301,
 Princeton University Press, 1953.


\bibitem{morris1}
(!) Morris, F.L., Playing Disjunctive Sums is Polynomial Space Complete.
Int. Journal Game Theory, Vol.10, No.3-4, pp.195-205, 1981.


\bibitem{olmstead1}
(!) Olmstead, J.H.M. and Robinson, K.D., A treatise on the Rules of Go.
Go Monthly Review, 4, No.9, pp.87-103, 1964.


\bibitem{robson1}
$\surd$ Robson, J.M., The Complexity of Go. In: Information Processing 83 (
Ed. Mason, R.E.A. ), North Holland, 1983.


\bibitem{wolff1}
$\surd$ Wolff, M., Group Diagrams in Go. In \cite{agj1} (?).


\bigskip
{\bf last but not least}

\bibitem{acm1}
Proc. ACM-CIPS Pacific Regional
Symposium, June 1976.


\bibitem{berliner5}
Berliner, H.J., A Chronology of Computer Chess and its Literature.
Artificial Intelligence, No.10, pp.201-214, 1978.


\bibitem{bramer1}
$\surd$ Bramer, M.A., Computer Game Playing: Theory and Practice. Ellis
Horwood Ltd., 1983.


\bibitem{computerGo1}
Computer Go, Editor: David Erbach, 71 Brixford Crescent, Winnipeg,
Manitoba R2N 1E1, Canada.


\bibitem{heine1}
$\surd$ Heine, K. (ed.) Proceedings of IInd Seminar of Scientific Go-Theory.
Institut f"ur Strahlenchemie, M"uhlheim a.d. Ruhr, 1980.


\bibitem{levy1}
$\surd$ Levy, D.N.L. (Editor), Computer Games I+II,Springer, 1988.

\bibitem{levy2}
(!) Levy, D.N.L., Compendium of Computer Chess. Batsford, London, 1988.



\end{thebibliography}

\end{document}

% Ende: xbib.tex
Bibliography of GO-related articles:

AGJ               American GO Association
                  The American GO Journal
                  GV1469.G7 A55

Aroutcheff 85     Aroutcheff, Pierre
                  Atari en BASIC
                  Jeux et Strategie, no. 31, pp. 18-19, 1985.

Benson 76a        Benson, David B.
                  Life in the Game of GO
                  Information Sciences, Vol. 10, pp. 17-29, 1976.
                  Q350.I3

Benson 76b        Benson, David B. / Evers, P. / Miller, J. / Tackett, M. /
                             Starkey, D.
                  The Game of GO on the Computer
                  (Also:  Computerizing the Game of GO:
                      Techn. rep. CS-76-31)
                  Comp. Sci. Dept.  Washington St. Univ.  Pullman, 1976

Benson 76c        Benson, David 
                  Modular Representation Theory 
                  QA171.B46

Benson / Soule    Benson, D.B. / Soule, S.P.
                  Legal GO:  A Formal Program Specification
                  Tech. Rep. CS-78-45, -46, -47, -49,  Comp. Sci. Dept.
                  Washington St. Univ.  1977

Benson / Soule    Benson, D.B. / Soule, S.P.
                  The Formal Specification of a Database
                  Tech. Rep. CS-79-55, Computer Science Dept.,
                  Washington State. Univ.    Pullman 1979

Benson /          Benson, D.B. / Hillditch, B.R. / Starkey, J.D.
    Hilditch      Tree Analysis in Tsumego.
                  In [ IJCAI 79 ], pp. 50-52.

Benson 80         Benson, D.B. 
                  A Mathematical Analysis of GO.
                  In [ Heine 80 ] , pp. 55-64.
                  QA76.A8

Berliner 80       Berliner, Hans J.
                  Backgammon Computer Program Beats World Champion
                  Artificial Intelligence, vol. 14, 1980, pp. 205-220

Block 75          Block, H.C.
                  Axioms for GO
                  ACM SIGART Newsletter, no.51, pp. 13-14, April 1975

Bradley 79        Bradley, M.B.
                  The Game of GO -- The Ultimate Programming Challenge?
                  Creative Computing, Vol. 5, No. 3, pp. 89-99, March 1979
                  QA76.C72

Bramer 83         Bramer, M.A. (ed)
                  Computer Game-Playing:  Theory & Practice
                  Ellis Horwood Ltd., Chicester, West Sussex, 1983
                  (An extended and revised edition of the ACM SIGART Special
                  Issue on Game-Playing, No. 80, April, 1982).

Brown 77          Brown, David J.H.
                  A Computational Model of Reasoning
                  Report on Conf., Comp. - Sci. of South-Africa, 1977

Brown 78          Brown, David J.H.
                  Reasoning about Games
                  AISB Newsletter, Vol. 32, pp 14-17, 1978

Brown 79a         Brown, David J.H.
                  Is GO harder than Chess?
                  Personal Comp. Vol. 3, No. 12, 1979 (August 1980 ??)
                  QA75.5 .P3937

Brown 79b         Brown, David J.H.
                  Hierarchical Reasoning in the Game of GO
                  In [ IJCAI 79 ], pp. 114-116
                  Q335.I6

Brown /           Brown, David J.H. / Dowsey, S.
   Dowsey 79      The Challenge of GO
                  New Scientist, Vol. 81, pp. 303-305, 1979.
                  505 NES

Brown 83          Brown, David J.H.
                  Seeing is Believing (or How to Make Sabaki)
                  In [ Bramer 83 ], pp. 177-184

Campbell 83       Campbell, J.A.
                  Introduction to GO
                  In [ Bramer 83 ], pp. 136-140
                  QD606.C35  or  Q335.P76  (?)

Dowsey 73         Dowsey, S.
                  GO and the Computer.
                  Go Review, vol. 13, no. 3, pp. 72-74, March, 1973
                  GV1469. G7G65
                  (In abbreviated form in the ACM SIGART newsletter,
                     no. 44, February, 1974)

Evers 76          Evers, Patrick V.
                  The Planning Structure for the Beginning Game of GO
                  In [ NWACM 76 ], pp. 222-227

Fairbairn 84      Fairbairn, John.
                  1984 Acornsoft Computer GO Tournament
                  GO World, no. 35, pp. 8-11, Spring, 1984

Fraenkel 80       Fraenkel, A.S.
                  From Nim to GO
                  Annals of Discrete Mathematics, vol. 6, Proc. Symp. on
                     Combinatorial Math., Optimal Designs and their
                     Applications, Colorado State University, Fort Collins, Co.
                  (J. Srivastava, ed.), pp. 137-156, 1978
                  QA166.25.S95 & T57.7.W67 & QA162.Z55 & T57.8.S78 &
                      QA164.T46 & QA166.G718

Ginzberg 82       Ginzberg, M.J. / Reitman, W. / Stohr, E.A. (eds)
                  Decision Support Systems
                  North-Holland Publishing Co. 1982 
                  HF5548.2.A742 & BF320.R44 & HD30.23.D42 & HD58.8.M25

Green 83          Green, H.S.
                  GO and Artificial Intelligence
                  In [ Bramer 83 ], pp. 141-151

Gottschalk 72     Gottschalk, Glenn Frederic.
                  Game Playing -- The Ancient Game of GO
                  Ma. Thesis, Nav. Postgrad. School Mont., Cal. Ad 741 134

Heine 80          Heine, K. (ed)
                  Proceedings of the Second Seminar of Scientific GO-Theory. 
                  Institut fur Strahlenchemie, Mulheim A.D. Ruhr, 1980
                  Q335.I6

IJCAI 79          Proc. of the 6th International Joint Conference on
                       Artificial Intelligence
                  Tokyo, Japan, August 20-23, 1979.
                  Q335.15.I55

Kerwin /          Kerwin, J. / Reitman, W.
   Reitman 73     Video Game #3:  A GO Protocol with Comments.
                  Unpublished Paper, Univ. of Michigan, Mental Health
                        Research Institute

Keirulf /         Keirulf, Anders / Merkle, Marcello.
   Merckle 84     A Smart GO Board
                  Unpublished Paper, Term Project ETH Zurich, March-Apr 1984

Keirulf /         Keirulf, Anders / Nievergelt, Jurg
   Nievergelt 86  Computer GO: A Smart Board and its Applications
                  GO World, No. 42, pp. 62-64 & 53-54, Winter 1985/86
                  QA164.R43 & QA76.6N54 & Z244.D63 & T385.C6 & LB1028.43.N54

Keirulf 85a       Keirulf, Anders
                  Computer GO Bibliography
                  Unpublished Paper, ETH ZUrich, March 1985

Keirulf 85b       Keirulf, Anders
                  Smart GO Board:  Algorithms for the Tactical Calculator
                  Unpublished Paper, ETH Zurich, March 1985

Keirulf 85c       Keirulf, Anders
                  Move Inversions for the Game of GO
                  Unpublished Paper, ETH Zurich, November 1985

King 89           King, Todd
                  Using Neural Networks for Pattern Recognition
                  Dr. Dobb's Journal, January 1989, p. 14-28 & 90-95

Knuth /           Knuth, Donald E. / Moore, Ronald W.
    Moore 75      An Analysis of Alpha-Beta Pruning
                  Artificial Intelligence, vol. 6, 1975, pp. 293-326
     
Lelfkovitz 60     Lefkovitz, D.
                  A Strategic Pattern Recognition Program for the Game of GO
                  Wright Air Development Div. Philadelphia, Univ. of Pa.
                  Moore School of Electrical Eng., Tech. Note 60 - 243, 1960
 
Lehner 81         Lehner, Paul E.
                  Planning in Adversity:  A Computational Model of Strategic
                      Planning in tthe Game of GO
                  PhD. Thesis, Univ. of Michigan, 1981

Lehner 83         Lehner, Paul E.
                  Strategic Planning in GO
                  In [ Bramer 83 ],j pp. 167-176

Lichtenstein /    Lichtenstein, David / Sisper, Michael
    Sisper 78     GO is Polynomial-Space Hard
                  Journal of the ACM, Vol. 27, no. 2, pp. 393-401, April 1980
                  IEEE Symp. on Foundations of Computer Science, pp. 48-54,1978

Maggs 79          Maggs, Peter B.
                  Programming Strategies in the Game of Reversi
                  BYTE, November 1979, pp. 66 - 79

Mann 79           Mann, Bill
                  Computer Games - Analysis of a Game
                  Personal Computing, Vol. 3, no. 6, pp. 83-86, June 1979
                  QA75.5.P3937

Mano 84           Mano, Yoshihisa
                  An Approach to Conquer Difficulties in Developing a 
                     GO Playing Program 
                  J. of Information Processing, Vol. 7, No. 2, pp. 81-88, 1984
                  QA75.5 .I64

McLaughlin 89     McLaughlin, Michael P.
                  Simulated Annealing:  This Algorithm may be one of the best
                      Solutions to the Problem of Combinatorial Optimization
                  Dr. Dobb's Journal, September 1989, pp.26-37 & 88-91

Millen 81         Millen, Jonathan K.
                  Programming the Game of GO
                  BYTE, vol. 6, no. 4, pp. 102-120, April 1981

Miller 76         Miller, John
                  The End-Game of GO
                  In [ NWACM 76 ], pp. 228-233

Nevin 89          Nevin, Randy
                  Autorouting with the A* Algorithm:  Searching for the best
                       PC Board Layout
                  Dr. Dobb's Journal, Sept. 89, pp. 16-23 & 82-86

NWACM 76          Proc. of the Northwest 76 ACM/CIPS Pacific Regional Symposium
                  Seattle Pacific College, Seattle Washington, June 24-25, 1976

Reitman 74        Reitman, W. / Kerwin, J. / Nado, R. / Reitman, J. / Wilcox, B
                  Goals and Planning in a Program for Playing GO.
                  Proc. of the 29th Natl. Conf. of the ACM, pp. 123-127, 1974

Reitman /         Reitman, Walter / Wilcox, Bruce
   Wilcox 75      Perception and representation of spatial relation in
                      a Program for Playing GO
                  Proc. of the 30th Natl. Conf. of the ACM, pp. 37-41, 1975   

Reitman /         Reitman, Walter / Wilcox, Bruce
   Wilcox 76          A Program for Playing GO:  Interim Report
                  Univ. of Michigan, 205 Washtenaw Pl., Ann Arbor, Mich. 48109

Reitman /         Reitman, Walter / Nado, R. / Wilcox, Bruce
   Nado 78        Machine Perception:  What Makes It So Hard for Computers
                      to See ?
                  In [ Savage 78 ], pp. 65-87

Reitman /         Reitman, Walter / Wilcox, Bruce
   Wilcox 78      Pattern Recognition and Pattern-Directed Inference 
                      in a Program for Playing GO   
                  In [ Waterman / Hayes 78 ], pp. 503 - 523

Reitman /         Reitman, Walter / Wilcox, Bruce
   Wilcox 79      Artificial Intelligence System for Policy Analysis and
                      Planning:  Modeling Tactical Analysis and Problem
                      Solving in GO
                  Proc. of the Tenth Annual Pittsburg Conference on Modeling
                      and Simulation., Instrument Soc. of Amer., Pittsburg
                  pp. 2133-2148, 1979  (Also:  Univ. of Michigan, 1979)

Reitman /         Reitman, Walter / Wilcox, Bruce
   Wilcox 80      The STructure and Performance of the Interim.2 GO Program
                  In [ Heine 80 ], pp. 105-124.
                  (Proc. IJCAI-6, pp. 711-719, 1979)

Reitman 82        Reitman, Walter
                  Applying Artificial Intelligence to Decision Support:
                      Where do Good Alternative come from ?
                  In [ Ginzberg 82 ], pp. 155-174

Reitman  83       Reitman, Walter
                  NYU Symposium on AI Applications for Business
                  Q334.A15.N29  1983 

Remus 62          Remus, H.
                  Simulation of a Learning machine for Playing GO
                  Proc. of the International Federation of Information
                      Processing Congress
                  Munich, North-Holland Pub. Co., pp 428-432, Amsterdam 1962

Rosenbloom 82     Rosenbloom, Paul S.
                  A World-Championship-Level Othello Program
                  Artificial Intelligence, Vol. 19, 1982, pp. 279-320
 
Ryder, 71         Ryder, J.L.
                  Heuristic Analysis of Large Trees as Generated in the Game
                       of GO
                  PhD. Thesis, Stanford Univ., 1971, Microfilm no. 72-11,654

Sander 79         Sander, Peter T.
                  A Strategic Approach to the Game of GO
                  M. Sc. Thesis, Univ. of Western Ontario, Dept. of Comp. Sci.

Sander /          Sander, Peter T. / Davies D. / Julian M.
    Davies 83     A Strategic Approach to the Game of GO
                  In [ Bramer 83 ], pp. 152-166.

Sanechika 81      Sanechika, N. / et al.
                  Notes on Modeling and Implementation of the Human Player's
                      Decision Processes in the Game of GO
                  Bul. Electrotech. Lab., vol. 45, 1981

Savage 78         Savage, C.W. (ed.)
                  Perception and Cognition
                  Univ. of Minnesota Press, Minneapois, 1978
                  BF237.S36

Slagle /          Slagle, James R. / Dixon, John K.
    Dixon 69      Experiments With Some Programs that Search Game Trees
                  J. of the ACM, Vol. 16, No. 2, April 1969, pp. 189-207
 
Smith             Smith, Arthur
                  Game of GO
                  GV1469.G7S6
 
Soule 78a         Soule, Stephen
                  The Implementation of a GO Board 
                  Information Sciences, vol. 16, pp. 31-40, 1978
                  Q350.I53

Soule 78b         Soule, Stephen
                  User-Directions of GO-Program
                  ((Uni. Calgary)) 1978

Starkey 79        Starkey
                  X - oo Heuristic
                  IJCAI-79, p.842

Thorp /           Thorp, Edward / Walden, William E.
    Walden 64     A Partial Analysis of GO
                  Computer Journal, vol. 7, No. 3, pp. 203-207, 1964

Thorp /           Thorp, Edward / Walden, William E.
    Walden 72     A Computer Assisted Study of GO on MxN Boards
                  Information Sciences, vol. 4, no. 1, pp 1-33, 1972

Ting 83           Ting, C.H.
                  GO in Forth
                  Dr. Dobb's Journal, No. 83, Sept. 83, pp. 54-65

Wang 80           Wang, Dr. Shein
                  A Micro-GO Test Game:  Comments on Muller's GO Program
                  Personal Computing, Feb. 1980, pp. 74-76
 
Waterman /        Waterman, D.A. / Hayes-Roth, Frederick (eds)
    Hayes 78      Pattern-Directed Inference Systems
                  Academic Press, New York, 1978

Webster 84        Webster, Bruce F.
                  A GO Board for the MacIntosh
                  BYTE, vol. 9, pp. 125-128 & 434-448, November 1984

Wei-Ch'i 84       Chang-Ki, Ing.
                  The SST Laws of Wei-Ch'i
                  Ing Chang-Ki Wei-Ch'i (Go) Educational Foundation,
                    Taipei, Taiwan, June 1984  (Rules of Chinese Play)

Wilcox 78a        Wilcox, Bruce
                  You Think Programming Chess is Hard ?
                  In [ AGJ ], Vol. 13, no. 4/6, pp. 44-47, 1978
                  GV1469.G7 A55

Wilcox 78b        Wilcox, Bruce
                  Zobrist's Program
                  In [ AGJ ], vol. 13, no. 4/6, pp. 48-51, 1978

Wilcox 77-79      Wilcox, Bruce
                  Instant GO
                  In [ AGJ ], Vol 12, no. 5, 1977, until vol. 14, no. 5/6, 1979

Wilcox 79a        Wilcox, Bruce
                  Ryder's Program
                  In [ AGJ ], vol. 14, no. 1, pp. 23-28, 1979

Wilcox 79b        Wilcox, Bruce
                  Computer GO - The Reitman-Wilcox Program
                  In [ AGJ ], vol. 14, no. 5/6, pp. 23-41, 1979

Wilcox 85a        Wilcox, Bruce
                  NEMESIS?  He's the one not eating a sandwich
                  In [ AGJ ], Spring 1985

Wilcox 85b        Wilcox, Bruce
                  Reflections on Building Two GO Programs
                  ACM SIGART Newsletter, no. 94, pp. 29-43, October 1985

Wilkins 79        Wilkins, David E.
                  Using Patterns and Plans to Solve Problems and Control Search
                  Stanford Univ., 1979

Wimmer 70         Wimmer, M.F.
                  Programmierung von GO:  Die Treppe
                  Osterreichische GO-Zeitung, 1970

Yost              Yost, Russell R., Jr.
                  Computer Models for Board Games
                  (write:  1825 E. Palo Verde / Phoenix, AZ 85016)

Zobrist 69        Zobrist, L.A.
                  A Model of Visual Organisation for the Game of GO
                  S.J.C.C., pp. 103-111, 1969

Zobrist 70        Zobrist, L.A.
                  Feature Extraction and Representation for Pattern Recognition
                      and the Game of GO
                  PhD. Thesis, Univ. of Wisconsin, 1970, Microfilm no 71-3,162.



I put out a feeler on recent Computer Go info awhile ago, and got
some really interesting information back, but not that much in the
way of journal articles, etc.  Also some people wanted to know
what I had found through the last time I stopped looking
(several years ago).  I had a session with a dozen or so
DIALOG databases looking for Go info and found some *very*
interesting recent articles, some even out of Japan (in English).
(I haven't got copies of any of these new ones yet.)
Anyway, here is a quick attempt at a reasonably compete
Computer Go Bibliography for someone who is starting from scratch.
First is the bibliography verbatim from the last Computer Go
article in the American Go Journal by Bruce Wilcox.  This series
is required reading for anyone really getting into the field.
American Go Association still sells the set of back issues which
had the Computer Go/Instant Go series in it.  Onto that, I have
appended the (slightly edited) output of a bunch of database
searches for keywords GO and (GAME or GAMES).  These include a few
Go-Moku articles and some very loosely related game theory
articles, but without tracking it all down, I can't tell if
there might not be something interesting in them, so I left them in.

If anyone thinks I left something important out, please send me
some mail (for obscure reasons, I can't read net.games.go on
any regular basis) and I'll update this list from what I get.

NOTE: This is a rather long file....

A. Lester Buck
Shell Development Co.
Rm A214
3737 Bellaire Blvd.
Houston, TX  77025

713-663-2576
{ihnp4, pur-ee, ut-sally}!shell!buck

			Computer Go Bibliography

[Extracted from the American Go Journal (AGJ), 14:5-6 (1979)]

   This bibliography contains general articles about computer Go, and
papers about specific programs.  Within each subsection, references are
ordered most recent first.  Zobrist's and Ryder's programs were the
earliest, but are no longer being developed.  The Reitman-Wilcox program
is both functional and still under development.  Brown and Benson are both
working on aspects of Go.

		General Introductions and Early Efforts

Brown, D.J.H., "Is Go harder than chess?" Personal Comp. 3:12 (1979).
Brown, D.J.H. and Dowsey, S., "The challenge of Go" New Sci. 81 (1979),
   pp. 303-305.
Bradley, M., "The Game of Go--The Ultimate Challenge?" Creative Computing
   5:3 (1979), pp. 89-99.

Wilcox, B., CG Chapter 1 "You think Programming Chess is hard?"
   AGJ 13:4-6 (1978), pp. 44-47.
Wilcox, B., "Instant Go" AGJ 12:5-6 to present AGJ 14:5-6.
Thorp, E. and Walden, W., "A partial analysis of Go" Computer Journal
   7:3 (1964), pp. 203-207.
Remus, H., "Simulation of a learning machine for playing Go"
   Proc. of the International Federation of Information Processing
   Congress, Amsterdam: North-Holland Pub. Co., 1962, pp. 428-432.
Lefkovitz, D., "A Strategic pattern recognition program for the game
   of Go", Wright Air Development Div., Philadelphia, Pa.: Univ. of Pa.,
   Moorse School of Elec. Eng. Tech. Note No. 60-243 (1960).

			Zobrist's Program

Zobrist, A.L., "Feature extraction and representation for pattern
   recognition and the game of Go", Ph.D. Thesis, Univ. of Wisconsin,
   1970, Microfilm No. 71-3,162.
Wilcox, B., CG Ch. 2 "Zobrist's Program" AGJ 13:4-6 (1978), pp. 48-51.

			Ryder's Program

Ryder, J.L., "Heuristic analysis of large trees as generated in the game
   of Go" Ph.D. Thesis, Stanford Univ., 1971, Microfilm No. 72-11,654.
Wilcox, B., CG Chapter 3 "Ryder's Program" AGJ 14:1 (1979), pp. 23-28.

			Reitman-Wilcox Program

Wilcox, B. and Reitman, W., CG Chapter 4 "Reitman-Wilcox Program"
   AGJ 14:5-6 (1979).
Mann, B. (untitled), Personal Computing 3:6 (1979), pp. 83-86.
Reitman, W. and Wilcox, B., "The structure and performance of the
   Interim.2 Go program", Proc. of the 6th International Joint
   Conference on Artificial Intelligence, IJCAI, Tokyo 1979, pp. 711-719.
Reitman, W. and Wilcox, B., "Modeling tactical analysis and problem
   solving in Go", Proc. of the 10th Annual Pittsburgh Conference on
   Modeling and Simulation, Instrument Soc. of Amer., Pittsburgh,
   1979, pp. 2133-2148.
Reitman, W. and Wilcox, B., "Artificial Intelligence Systems for
   Policy Analysis and Planning?", First International Symposium
   on Policy Analysis and Information Systems (1979). In press.
Reitman, W. and Wilcox, B., "Pattern recognition and pattern-directed
   inference in a program for playing Go", In D. Waterman and
   F. Hayes-Roth (Eds.), Pattern-directed Inference Systems, New York:
   Academic Press, 1978, pp. 503-573.
Reitman, W., Nado, R., and Wilcox, B., "Machine perception: what makes it
   so hard for computers to see?", In C.W. Savage (Ed.), Perception
   and cognition: issues in the foundations of psychology (Minnesota
   studies in the philosophy of science, vol. 9), Minneapolis: Univ. of
   Minnesota Press, 1978, pp. 65-87.
Reitman, W. and Wilcox, B., "Perception and representation of spatial
   relations in a program for playing Go", Proc. of the 30th National
   Conference of the ACM, 1975, pp. 37-41.
Reitman, W., Kerwin, J., Nado, R., Reitman, J., and Wilcox, B., "Goals
   and planning in a program for playing Go", Proc. of the 29th
   National Conference of the ACM (1974), pp. 123-127.

			Brown's Research

Brown, D.J.H., "Hierarchical reasoning in the game of Go", Proc. of the
   6th International Joint Conference on Artificial Intelligence, 
   IJCAI, Tokyo 1979, pp. 114-116.
Brown, D.J.H., "Reasoning about games", AISB newsletter 32 (1978),
   pp. 14-17.

			Benson's Research

Benson, D., Hilditch, B., and Starkey, D., "Tree analysis techniques in
   tsumego", Proc. of the 6th International Joint Conference on
   Artificial Intelligence, IJCAI, Tokyo 1979, pp. 50-52.
Benson, D., "Life in the Game of Go", Information Sciences 10:1 (1976),
   pp. 17-29.
Benson, D., Evers, P., Miller, J., Tackett, M., and Starkey, D.,
   "Computerizing the Game of Go" In Proc. Northwest 76: ACM Pacific
   Regional Symposium, ACM, New York, 1976.


		Additional References (post Wilcox CG series, 1979)

Millen, Jonathan K., "Programming the Game of Go", Byte, April 1981,
   pp. 102-120.

   Go
   Pinho, Fred
   Antic, Apr 1984, v3 n1 p94-95, 2 pages
   Document Type: Software Review
   Descriptors: *Software Review; *Games; *Strategy; *Atari 800
   Identifiers: Go; Hayden Software Co.

   GO in Forth
   Ting, C.H.
   Offete Enterprises, San Mateo, Calif, USA
   Dr. Dobb's Journal, Sep 1983, v8 n9 p54-65, 7 pages
   Document Type: Article
   Program Listing in FORTH
   Descriptors: *Games; *FORTH; *Apple II; *Strategy

   Honinbo Warrior
   Softalk, Nov 1982, v3 n3 p174-177, 2 pages   ISSN: 0274-9629
   Document Type: Software Review
   Descriptors: *Software Review; *Games; *Strategy; *Apple II
   Identifiers: Honinbo Warrior

   Programming the game of go (KIM-1)
   Millen, Jonathan
   BYTE , Apr 1981 , v6 n4 p102-120 , 9 pages    ISSN: 0360-5280
   Document Type: Article
   Descriptors: *Games; *Programming Instruction; *KIM; Strategy

  GO
  HAYDEN SOFTWARE COMPANY
  10 MULHOLLAND DR.
  HASBROUCK HEIGHTS, NJ  07604
  (201)393-6000
  APPLE II+/48K/9.95$
  APPLE II C/48K/9.95$
  APPLE II E/48K/9.95$
  ATARI 1200/cassette/16K/9.95$
  ATARI 400/cassette/16K/9.95$
  ATARI 800/cassette/16K/9.95$
  COMMODORE 64/cassette/9.95$
  COMMODORE 64/5-1/4-inch disk/9.95$
  COMPUSOURCE ABACUS/48K/9.95$
  Class of Computer: MICRO
  Special Configuration: joystick or paddles optional
  550 GAMES/STRATEGY
  The  only  computer  adaption of the ancient Oriental strategy game.  The
objective of this game is to capture opposing pieces and stake out as  much
of  the  board  as  possible.  Play against another person or the computer.
Handicap option provides different levels of play.

  COMBINATORIAL GAME WITH AN APPLICATION TO GO-MOKU  (ENGLISH)
  CSMIRAZ L
  DISCRETE MATHEMATICS , V29, N1, P19-23, 1980
  HUNGARIAN ACAD SCI,INST MATH/H-1053 BUDAPEST//HUNGARY/

  COMPLEXITY OF GO.
  Robson, J. M.
  Australian Natl Univ, Dep of Computer Science, Canberra, ACT, Aust
  Information  Processing  83,   Proceedings of the IFIP 9th World Computer
Congress.   Paris, Fr   Sep 19-23 1983
  Source:  IFIP Congress Series v 9.   Publ by Elsevier  Science  Publ  Co,
Amsterdam, Neth and New York, NY, USA p 413-417   1983
  Descriptors: PROBABILITY-Game Theory
  Identifiers:  COMPLEXITY;  ARBITRARILY SIZED BOARDS;  CHESS;  GO PLAYERS;
ORIENTAL BOARD GAME GO

  Note on the 'Corelessness' or Antibalance of Game
  Shubik, M. ; Weber, S.
  Yale Univ., New Haven, CT. Cowles Foundation for Research in Economics.
  Report No.: DISCUSSION PAPER-678
  27 Sep 83   18p
  Descriptors: *Game theory; *Economic models; *Marketing; Costs; Economics
; Symmetry; Political science

  Application  of  Suitable  Techniques  to Problems of Optimal Scheduling,
Volume 3
  Zachary, D. ; Poston, J. ; Storey, S. ; Sassoon, S. ; Seaman, N.
  Scientific Control Systems Ltd., London (England).
  Report No.: ESA-CR(P)-893-V-3
  Nov 76   42p
  Seri-3.
  Descriptors:  *Ground support systems;  Operational problems;  *Satellite
control;    *Scheduling;   Computer  networks;   Computer  systems  design;
Computerized simulation;  Cost estimates;  Game theory;  *Ground  stations;
Literature; Mathematical programming; Optimization; Satellite tracking

  Heuristic Analysis of Large Trees as Generated in the Game of Go
  Ryder, Jonathan Leonard
  Stanford Univ Calif Dept of Computer Science
  Report No.: STAN-CS-245; AIM-155
  Dec 71   307p
  Report on Stanford Artificial Intelligence Project.
  Descriptors:  *Computer programming;  *Game theory;  Recursive functions;
Strategy; Combinatorial analysis; Algorithms
  Identifiers: Go game; NTISDODSD

  A COMPUTER ASSISTED STUDY OF GO ON M X N BOARDS
  THORP, E.; WALDEN, W.E.
  UNIV. CALIFORNIA, IRVINE, USA
  INF. SCI. (GB)   VOL.4, NO.1   1-33   JAN. 1972   Coden: INFSBN
  Treatment: APPLIC
  Document Type: JOURNAL PAPER
  (29 Refs)
  Descriptors: GAME THEORY; COMPUTER AIDED ANALYSIS
  Identifiers: COMPUTER ASSISTED STUDY; TREE CALCULATION; BOARDS; HEURISTIC
STRATEGY; POTENTIAL; OPTIMAL STRATEGIES

  Game playing. the Ancient Game of Go
  (Master's thesis)
  Gottschalk, Glenn Fredric
  Naval Postgraduate School Monterey Calif
  Dec 71   44p
  Document Type: Thesis
  Descriptors:    *Programming(Computers);    *Game  theory  ;   Artificial
intelligence; Problem solving; Pattern recognition; Theses
  Identifiers: *GO game; Strategy; NTISN

  A Computer Program for Positional Games
  (Interim rept.)
  King, Paul F.
  Case Western Reserve Univ Cleveland Ohio Systems Research Center
  Report No.: 1107; AFOSR-TR-71-1936
  Jul 71   96p
  Descriptors: *Programming(Computers); Graphics ; *Game theory; Artificial
intelligence ;  Computer programs;  Set theory;  Matrix algebra;  Topology;
Algorithms; Learning machines; Numerical analysis

  A Heuristic Programming System
  (Technical rept.)
  Jefferson, David K.
  Naval Weapons Lab Dahlgren Va
  Report No.: NWL-TR-2281
  Apr 69   94p
  Descriptors: *Artificial intelligence; *Programming(Computers) ;  Pattern
recognition;  Learning machines;  Programming languages;  Adaptive systems;
Coding; Search theory; Data processing systems
  Identifiers: Go Moku computer program; Heuristic methods

  Learning Through Pattern Recognition Applied to a Class of Games
  (Scientific interim rept.)
  Koffman, Elliot B.
  Case-Western Reserve Univ Cleveland Ohio Systems Research Center
  Report No.: SRC-107-A-67-45; AFOSR-68-0514
  13 May 67   156p
  Document Type: Thesis
  Descriptors:    *Learning   machines;   Problem  solving  ;   *Artificial
intelligence; Learning machines ; Pattern recognition; Game theory; Dynamic
programming; Set theory; Computer programs; Theses

  A Utility Function Derived from a Survival Game
  (Revised ed)
  Borch, Karl
  Western Management Science Inst Univ of California Los Angeles
  Report No.: WMSI REPRINT-34
  Nov 65   2p
  Revision  of  manuscript  received May 65.  Research supported in part by
Ford Foundation.
  Published in Management Science v12 n8 pB-287-95 Apr 1966.
  Descriptors: *Economics;  Game theory ;  *Game theory;  Decision making ;
*Decision making; Uncertainty ; Commerce;  Dynamic programming;  Management
engineering
  Identifiers: Utility functions; Survival games

  A Partial Analysis of Go
  Thorp, Edward O. ; Walden, William E.
  New Mexico State Univ University Park Dept of Mathematics
  Corp. Source Codes: 401895
  Report No.: AFOSR-66-1750
  1964   2p
  Prepared in cooperation with Los Alamos Scientific Lab., N. Mex.
  Published in Comput J v7 n3 p203-7 1964.
  Descriptors: *Game theory; Analysis ; Programming(Computers)
  Identifiers: Go(Game)

  APPROACH TO CONQUER DIFFICULTIES IN DEVELOPING A GO PLAYING PROGRAM.
  Mano, Yoshihisa
  Electrotechnical Lab, Computer Science Div, Jpn
  J Inf Process  v 7 n 2 1984 p 81-88  CODEN: JIPRDE
  Descriptors:   *COMPUTER PROGRAMMING;  PROBABILITY-Game Theory;  DECISION
THEORY AND ANALYSIS
  Identifiers: GO PLAYING PROGRAM

  NOTES  ON  MODELLING  AND  IMPLEMENTATION  OF THE HUMAN PLAYER'S DECISION
PROCESSES IN THE GAME OF GO.
  Sanechika, Noriaki; Ohigashi, Hideo; Mano,  Yoshihisa;  Sugawara,  Yasuo;
Torii, Koji
  Electrotech Lab, Ibaraki, Jpn
  Bull Electrotech Lab Tokyo  v 45 n 1-2 1981 p 1-11  CODEN:  DESIA7  ISSN:
0366-8886
  Identifiers: GO GAME; HUMAN DECISION PROCESSES; DEIRI COMPUTATION MODEL

  MODELING TACTICAL ANALYSIS AND PROBLEM SOLVING IN GO.
  Reitman, Walter; Wilcox, Bruce
  Univ of Mich, Ann Arbor
  Model  Simul  Proc Annu Pittsburgh Conf  10th (v 10)  Univ of Pittsburgh,
Pa, Apr 25-27 1979.   Publ by ISA,  Pittsburgh,  Pa,  1979 pt 5 p 2133-2148


  LIFE IN THE GAME OF GO
  BENSON, D.B.
  COMPUTER SCI. DEPT., WASHINGTON STATE UNIV., PULLMAN, WA, USA
  INF. SCIENCES (USA)   VOL.10, NO.1   17-29   1976   Coden: ISIJBC
  Treatment: THEORETICAL
  Document Type: JOURNAL PAPER
  (15 Refs)
  Descriptors: GAME THEORY; GAMES OF SKILL
  Identifiers: GO; GAME TREE; GRAPH;  STATIC ANALYSIS;  UNCONDITIONAL LIFE;
LOOK AHEAD; COMPUTER GO PLAY; REALISTIC THEOREMS

  Model of visual organization for game of GO
  ZOBRIST AL
  Univ of Wisconsin, Madison
  AFIPS  Conference  Proc  v  34 Spring Joint Computer Conference,  Boston,
Mass, May 14-16 1969 p 103-12
  Descriptors: *LEARNING MACHINES; CYBERNETICS

  STRATEGIC PATTERN GENERATION: A SOLUTION TECHNIQUE FOR A CLASS OF GAMES
  CITRENBAUM, R.L.
  SYSTEM DEV. CORP. SANTA MONICA, CALIF., USA
  PATTERN RECOGNITION (GB)   VOL. 4,  NO.  3   317-29   OCT.  1972   Coden:
PTNRA8
  Document Type: JOURNAL PAPER
  (10 Refs)
  Descriptors: ARTIFICIAL INTELLIGENCE; GAMES OF SKILL
  Identifiers: N/SUP K/  TIC TAC TOE;  NOUGHTS AND CROSSES;  GO MOKU;  HEX;
BRIDG IT; STRATEGIC PATTERN GENERATION; SOLUTION TECHNIQUE; CLASS OF GAMES;
FORCING STATES; POSITION GAMES; FORCING PATTERN DESCRIPTION

  A HEURISTIC PROGRAMMING SYSTEM
  JEFFERSON, D.K.
  Issued by: NAVAL WEAPONS LAB., DAHLGREN, VA., USA;
  APRIL 1969
  94 pp.
  Report No.: NWL-TR-2281
  Document Type: REPORT
  Descriptors: HEURISTIC PROGRAMMING;  ARTIFICIAL INTELLIGENCE ;  HEURISTIC
PROGRAMMING  (>FOR>   ARTIFICIAL  INTELLIGENCE,   MANUAL  WITH   EXAMPLES);
ARTIFICIAL INTELLIGENCE (HEURISTIC PROGRAMMING MANUAL WITH EXAMPLES)

  IMB: GOING NATIVE WITH ITS GAME OF GO
  SHAW, C.
  COMPUTING (GB)   20   12 JULY 1984   Coden: CPTGB5   ISSN: 0144-3097
  Treatment: GENERAL,REVIEW
  Document Type: JOURNAL PAPER
  Identifiers: MITSUBISHI; COSMO 80; JAPAN; IBM; 'KANJI' CHARACTERS

  IS CHESS MORE COMPLEX THAN GO?
  ROBSON, J.M.
  DEPT. OF COMPUTER SCI., AUSTRALIAN NAT. UNIV., CANBERRA, AUSTRALIA
  AUST. COMPUT. SCI. COMMUN. (AUSTRALIA)   VOL.5, NO.1   279-84   FEB. 1983
   Coden: ACSCDD   ISSN: 0157-3055
  PROCEEDINGS  OF  THE  6TH  AUSTRALIAN COMPUTER SCIENCE CONFERENCE   10-12
FEB. 1983   SYDNEY, NSW, AUSTRALIA
  Treatment: THEORETICAL
  Document Type: CONFERENCE PAPER
  (9 Refs)
  Descriptors: COMPUTATIONAL COMPLEXITY; GAME THEORY
  Identifiers:  COMPLEXITY;  CHESS;  GO;  POLYNOMIAL  REDUCIBILITY;   PROOF
METHODS

  FROM NIM TO GO
  FRAENKEL, A.S.
  DEPT. OF APPL. MATH., WEIZMANN INST. OF SCI., REHOVOT, ISRAEL
  SRIVASTAVA, J. (Editors)
  SPONSOR: US AIR FORCE OFFICE OF SCI. RES.; OFFICE NAVAL RES
  COMBINATORIAL  MATHEMATICS,   OPTIMAL  DESIGNS AND THEIR APPLICATIONS,  A
SYMPOSIUM   137-56   1980
  5-9 JUNE 1978   FORT COLLINS, CO, USA
  Publ: NORTH-HOLLAND,    AMSTERDAM, NETHERLANDS
  VIII+391 pp.   ISBN 0 444 86048 7
  Treatment: THEORETICAL
  Document Type: CONFERENCE PAPER
  (73 Refs)
  Descriptors: GAME THEORY
  Identifiers: SAMPLE GAME; NIM STRATEGY; COMBINATORIAL GAME

  A REMOTE PLAYING 'GO' GAME THROUGH A PACKET SWITCHED NETWORK
  MATSUMOTO, H.; AIYA, T.; MARUYAMA, O.; WADA, H.
  JUNIOR COLL. OF TOKAI UNIV., TOKYO, JAPAN
  TRANS. INST. ELECTRON. AND COMMUN. ENG. JPN. SECT.  E (JAPAN)    VOL.E63,
NO.7   554   JULY 1980   Coden: TIEEDU
  Treatment: PRACTICAL; EXPERIMENTAL
  Document Type: JOURNAL PAPER
  Descriptors:  PACKET SWITCHING;  DATA  COMMUNICATION  SYSTEMS;   PERSONAL
COMPUTING

  GO IS POLYNOMINAL-SPACE HARD
  LICHTENSTEIN, D.; SIPSER, M.
  UNIV. OF CALIFORNIA, BERKELEY, CA, USA
  J.  ASSOC.  COMPUT.  MACH.  (USA)    VOL.27,  NO.2   393-401   APRIL 1980
Coden: JACOAH
  Treatment: THEORETICAL
  Document Type: JOURNAL PAPER
  (10 Refs)
  Descriptors:  GAMES  OF  SKILL;   COMPUTATIONAL  COMPLEXITY;   ARTIFICIAL
INTELLIGENCE
  Identifiers: GO POSITION;  PSPACE HARD;  BOARD GAMES;  TQBF;  GENERALIZED
GEOGRAPHY; COMPUTATIONAL COMPLEXITY; ARTIFICIAL INTELLIGENCE

  GAME SENTENCES, RECURSIVE SATURATION AND DEFINABILITY
  HARNIK, V.
  UNIV. OF HAIFA, HAIFA, ISRAEL
  J. SYMB. LOGIC (USA)   VOL.45, NO.1   35-46   MARCH 1980   Coden: JSYLA6
  Treatment: THEORETICAL
  Document Type: JOURNAL PAPER
  (27 Refs)
  Descriptors: FORMAL LANGUAGES
  Identifiers: RECURSIVE SATURATION; DEFINABILITY THEOREMS; GAME SENTENCES;
FORMAL LANGUAGES

  ON A COMBINATORIAL GAME WITH AN APPLICATION TO GO-MOKU
  CSMIRAZ, L.
  MATH. INST., HUNGARIAN ACAD. OF SCI., BUDAPEST, HUNGARY
  DISCRETE MATH. (NETHERLANDS)   VOL.29, NO.1   19-23   JAN.  1980   Coden:
DSMHA4
  Treatment: THEORETICAL
  Document Type: JOURNAL PAPER
  (4 Refs)
  Descriptors: SET THEORY; GAMES OF SKILL
  Identifiers: COMBINATORIAL GAME; FINITE SET; WINNING STRATEGY; GO MOKU

  GOBANG IS PSPACE-COMPLETE
  REISCH, S.
  FAKULTAT FUR MATH., UNIV. BIELEFELD, BIELEFELD, GERMANY
  ACTA INF. (GERMANY)   VOL.13, NO.1   59-66   JAN. 1980   Coden: AINFA2
  Treatment: THEORETICAL
  Document Type: JOURNAL PAPER
  Languages: GERMAN
  (6 Refs)
  Descriptors: GAME THEORY; FORMAL LOGIC
  Identifiers: GOBANG; GAMES; DECISION PROBLEM; PSPACE COMPLETENESS; FORMAL
LOGIC

  THE GAME OF GO-THE ULTIMATE PROGRAMMING CHALLENGE
  BRADLEY, M.N.
  CREATIVE COMPUT. (USA)   VOL.5, NO.3   89-99   MARCH 1979   Coden: CCOMDB
  Treatment: GENERAL,REVIEW
  Document Type: JOURNAL PAPER
  (20 Refs)
  Descriptors: GAMES OF SKILL; PERSONAL COMPUTING
  Identifiers: GO; PROGRAMMING; PERSONAL COMPUTING

  PROVABLY DIFFICULT COMBINATIONAL GAMES
  STOCKMEYER, L.J.; CHANDRA, A.K.
  IBM THOMAS J. WATSON RES. CENTER, YORKTOWN HEIGHTS, NY, USA
  SIAM J. COMPUT. (USA)   VOL.8, NO.2   151-74   MAY 1979   Coden: SMJCAT
  Treatment: THEORETICAL
  Document Type: JOURNAL PAPER
  (24 Refs)
  Descriptors: COMPUTATIONAL COMPLEXITY; GAME THEORY
  Identifiers: COMBINATIONAL GAMES; ALGORITHM

  THE IMPLEMENTATION OF A GO BOARD
  SOULE, S.
  DEPT. OF COMPUTER SCI., UNIV. OF CALGARY, CALGARY, CANADA
  INF. SCIENCES (USA)   VOL.16, NO.1   31-40   OCT. 1978   Coden: ISIJBC
  Treatment: APPLIC; THEORETICAL
  Document Type: JOURNAL PAPER
  (7 Refs)
  Descriptors: GAMES OF SKILL
  Identifiers: GAME; GO; INTELLIGENCE; PASCAL MODULE; PLAY; ALGORITHMS

  AN AI ARCHETYPE
  MAZLACK, L.J.
  COMPUTING AND INFORMATION SCI. UNIV. OF GUELPH, GUELPH, ONTARIO, CANADA
  ROSE, J. (Editors)
  CURRENT  TOPICS  IN  CYBERNETICS AND SYSTEMS (PAPERS IN SUMMARY FORM ONLY
RECEIVED)   54-5   1978
  21-25 AUG. 1978   AMSTERDAM, NETHERLANDS
  Publ: SPRINGER-VERLAG,    BERLIN, GERMANY
  409 pp.   ISBN 3 540 08977 2
  Treatment: PRACTICAL
  Document Type: CONFERENCE PAPER
  (11 Refs)
  Descriptors: GAMES OF SKILL; ARTIFICIAL INTELLIGENCE
  Identifiers: ARTIFICIAL INTELLIGENCE; BOARD GAMES; GO MOKU

  GO IS PSPACE HARD
  LICHTENSTEIN, D.; SIPSER, M.
  COMPUTER SCI. DIV., UNIV. OF CALIFORNIA, BERKELEY, CA, USA
  SPONSOR: IEEE
  19TH ANNUAL SYMPOSIUM ON FOUNDATIONS OF COMPUTER SCIENCE   48-54   1978
  16-18 OCT. 1978   ANN ARBOR, MI, USA
  Publ: IEEE,    NEW YORK, USA
  V+290 pp.
  Treatment: APPLIC; THEORETICAL
  Document Type: CONFERENCE PAPER
  (9 Refs)
  Descriptors: GAMES OF SKILL
  Identifiers: BOOLEAN FORMULA PROBLEM

   Teaching BASIC: Why Not Start with Games?
   Kretschmer, J.C.
   Computing Teacher  Vol.12, No.1, Aug./Sept. 1984, P. 24-26. 3 Pages.
   Country of Publication: U.S.A.   Language: English
   Document Type: Journal   Article Type: Applications
   Published  Program:   BASIC  Educational  Program  ,   BASIC ,  Apple II
Program Language: BASIC
   Descriptors:   Computer  Education;   BASIC;    Programming   Languages;
Programming  Instruction;   Introductory Level;  Children;  Computer Games;
Educational Games

   Atari: Chess, Go and More.
   Chadwick, I.
   InfoAge  Vol.2, No.5, May 1983, P. 58-60.
   Country of Publication: Canada   Language: English
   Document Type: Journal   Article Type: Software Review
   Special Features:    includes Screen Displays
   Product Name: CHESS 7.0, , Odesta, Software; ODIN, ,  Odesta,  Software;
CHECKERS, , Odesta, Software; GO, , Hayden, Software
   Descriptors:  Microcomputers;  Software;  Computer Games;  Chess;  Board
Games; Comparison; Review

   Advance To Go.
   Robichaux, J.
   Basic Computing  Vol.7, No.2, Feb. 1984, P. 32-35. 3 Pages.
   Country of Publication: U.S.A.   Language: English
   Document Type: Journal   Article Type: How-To
   Special Features:    includes Program Listings
   Published Program: Game Analysing Program, BASIC, TRS-80
   Descriptors: Strategy Games; Analysis; Programs; BASIC; Microcomputers


Game-Research Database ........

-----------------------------------
%A Eric J. Berglund
%A David R. Cheriton
%T Amaze: A Distributed Multi-Player Game Program using the Distributed V
Kernel
%J 4th International Conference on Distributed Computing Systems
%C San Francisco, CA
%I IEEE
%D May 1984
%P 248-253
%K Special applications

%A Eric J. Berglund
%A David R. Cheriton
%T Amaze: a multiplayer computer game
%J IEEE Software
%V 2
%N 3
%P 30-39
%D MAY 1985
%X Amaze relies solely on the V kernel for point-to-point communication.
The game's techniques could work in a general class of distributed applications

%A R. Devillers
%T Game Interpretation of the Deadlock Avoidance Problem
%J Communications of the ACM
%V 20
%N 10
%D October 1977
%P 741-745

%A T. A. Marsland
%A M. Campbell
%T Parallel Search of Strongly Ordered Game Trees
%J Computing Surveys
%I ACM
%V 14
%N 4
%D December 1982
%P 533-552
%K Alpha-beta search, computer chess, game playing, parallel search, tree
decomposition
C.0 {Computer Systems Organization}: General-system architectures;
C.1.2 {Processor Architectures}: Multiple Data Stream Architectures
(Multiprocessors) - associative processors; parallel processors;
C.4 {Computer Systems Organization}: Performance of Systems-design studies;
F.2.2 {Analysis of Algorithms and Problem Complexity}:
Nonnumerical Algorithms and Problems - pattern matching;
I.2.8 {Artificial Intelligence}: Problem Solving, Control Methods and Search
- heuristic methods; graph and tree search strategies,
Algorithms, Experimentation
%X It examines how game tree search may be split among multiple
parallel processors. Probably the bibliography would be useful
too.--Margot Flowers

%A Agata Muszycka
%A Rajjan Shinghal
%T An Empirical Comparison of Pruning Strategies in Game Trees
%J IEEE Transactions on Systems, Man, and Cybernetics
%P 316-326
%V SMC-15
%N 3
%D MAY/JUN 1985

%A H. Venkateswaran
%A Martin Tompa
%T A New Pebble Game that Characterizes Parallel Complexity
%I IBM T.J. Watson Research Center
%C Yorktown Heights, NY 10598
%R RC 12158 (#54659)
%D September 1986



---------------------------------------------------------------------------

1)

Compter Games I & II
David Levy
Springer-Verlag, 1988.

Reflections on building Two Go Programs
Bruce Wilcox
October 1985 issue of SIGART

"Describes how he reengineered a LISP program on a mainframe into C for an
IBM PC. The article also has a bibliography that might be of some help."

Chess and long range planning
Bottivniks
Publisher?  1951

"Written in 1951, while Bottivnik was World Chess Champion, it looks at the
more general problem of longe range planning in the absence of full
information.

------------------------------------------------------------------
2)

Anders Kierulf, Ken Chen, J. Nievergelt: Smart Game Board and Go Explorer:
A study in software and knowledge engineering.
Comm. ACM, Vol 33, No2, 152-166,  Feb 1990.

Anders Kierulf, Ken Chen, J. Nievergelt: Smart Game Board and Go Explorer:
A case study in software and knowledge engineering.
Proc. Workshop on New Directions in Game-tree Search, Edmonton, Canada, 1989.

A. Kierulf, J. Nievergelt: Swiss Explorer blunders its way into winning
the first computer Go Olympiad,
51-55, in  Heuristic Programming in Artificial Intelligence: The First
Computer Olympiad  (D.N.L. Levy and D. F. Beal, eds.),
Ellis Horwood, Chichester, 1989.

Anders Kierulf, Ken Chen, Martin Mueller, J. Nievergelt: The design and
evolution of Go Explorer,
in Computers, Chess, and Cognition S, T. A. Marsland and J. Sc haefer (eds.),
271-285, Springer 1990.

------------------------------------------------------------------------
-------------------------------------------------------------------------
4)
 
[1] American Go Association, P.O. Box 397, Old Chelsea Station, New York, NY
10113.
 
[2] Computer Go.  D.W. Erbach, Ed., 71 Brixford Crescent, Winnipeg, Manitoba
R2N 1E1, Canada.
 
[3] Ishi Press International, 1400 North Shoreline Blvd., Bldg. A7, Mountain
View, CA 94043.
 
[4] Bradley, M.B. The Game of Go--The Ultimate Programming Challenge?
Creative Computing 5, 3 (Mar. 1979), 89-99.
 
[5] Friedenbach, K.J. Abstraction hierarchies: A model of perception and
cognition in the game of go.  Ph. D. dissertation, Univ. of California, Santa
Cruz, 1980.
 
[6] Ishida, Y. Dictionary of Basic Joseki, Vol. 1, 2, 3.
 
[7] Jansen, P. DT as Spraggett's second in Quebec.  Msg on electronic news,
Feb. 17, 1989.
 
[8] Kawabata, Y. The Master of Go.  Perigee Books, NY, 1981.  Originally
published in Japanese, as 'Meijin', in 1951.
 
[9] Kierulf, A. Brand--an Othello Program.  In M.A. Bramer, Ed., Computer
Game-Playing: Theory and Practice, 197-208, Ellis Horwood, Chicheester, 1983.
 
[10] Kierrulf, A. Computer Go Bibliography.  Part 1 in [2] (Winter 1986/87),
17-19; part 2 in [2] 1, 3 (Summer 1987), 15-19.
 
[11] Kierulf, A. Human-Computer Intersection in the Game of Go.  In
"Methodologies for Intelligent Systems", Z.W. Ras and M. Zemankova, Eds.,
North Holland, 1987.
 
[12] Kierulf, A., and Nievergelt, J. Computer Go: A smart board and its
applications.  Go World No. 42, Winter 1985/86, 62-65, Ishi Press, Tokyo.
 
[13] Lehner, P.E. Planning in adversity: A computational model of strategic
planning in the game of go.  Univ. of Michigan, Ph. D. dissertation (1981).
 
[14] Levy, D.N.L. (Ed.).  Computer Games II.  Springer Verlag, New York,
1988.
 
[15' Mano, Y.  An Approach to conquer Difficulties in Developing a Go Playing
Program.  J. Info. Proc. 7, 2 (1984), 81-88.
 
[16] Nunn, J. Life with ChessBase.  ICCA J.  (International Computer Chess
Association) 11, 2/3 (June/Sept. 1988).
 
[17] Reitman, W., and Wilcox, B.  The structure and performance of the
interim.2 Go program.  In Proceedings of IJCA-6 (Tokyo, August 20-23, 1979),
711-719.
 
[18] Remus, H.  Simulation of a learning machine for playing Go.  In
Proceedings of IFIP Congress, North Holland, 1962.
 
[19] Ryder, J.L.  Heuristic analysis of large trees as generated in the game
of Go.  Ph.D. dissertation, Standford Univ., 1971.
 
[20] Shannon, C.E.  Programming a computer for playing chess.  Philosophical
Mag. 41, 314 (1950), 256-275.
 
[21] Shirayanagi, K.  A new approach to programming Go--Knowledge
representation and its refinement.  In Proceedings of the Workshop on New
Directions in Game-Tree Search (Edmonoton, Canada, May 28-31, 1989).
 
[22] Turing, A.M.  Digital computers applied to games.  In Faster than
Though: A Symposium on Digital Computing Machines?  (B.V. Bowden, Ed.), Ch.
25, 286-310, Pitman, London, 1953.
 
[23] Wilconx, B. Zobrist's program.  Amer. Go J. 13, 4/6 (1978), 48-51.
 
[24] Wilcox, B. Ryder's program.  Amer. Go J. 14, (1979), 23-28.
 
[25] Wilcox, B. Reflections on building two Go programs.  SIGART News 94
(Oct. 1985) 29-43.
 
[26] Zobrist, A.L.  Feature extraction and representation for pattern
recognition and the game of Go.  Ph.D. dissertation, Univ. of Wisconsin
(1970).
