Go And Mathematics
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The game of Go is one of the most popular games in the world. As a result of its elegant and simple rules, the game has long been an inspiration for
mathematical Mathematics is an area of knowledge that includes the topics of numbers, formulas and related structures, shapes and the spaces in which they are contained, and quantities and their changes. These topics are represented in modern mathematics ...
research.
Shen Kuo Shen Kuo (; 1031–1095) or Shen Gua, courtesy name Cunzhong (存中) and pseudonym Mengqi (now usually given as Mengxi) Weng (夢溪翁),Yao (2003), 544. was a Chinese polymathic scientist and statesman of the Song dynasty (960–1279). Shen wa ...
, an 11th century Chinese scholar, estimated in his ''
Dream Pool Essays ''The Dream Pool Essays'' (or ''Dream Torrent Essays'') was an extensive book written by the Chinese polymath and statesman Shen Kuo (1031–1095), published in 1088 during the Song dynasty (960–1279) of China. Shen compiled this encycloped ...
'' that the number of possible board positions is around 10172. In more recent years, research of the game by
John H. Conway John Horton Conway (26 December 1937 – 11 April 2020) was an English people, English mathematician active in the theory of finite groups, knot theory, number theory, combinatorial game theory and coding theory. He also made contributions to ...
led to the invention of the
surreal number In mathematics, the surreal number system is a totally ordered proper class containing the real numbers as well as infinite and infinitesimal numbers, respectively larger or smaller in absolute value than any positive real number. The surreals ...
s and contributed to development of
combinatorial game theory Combinatorial game theory is a branch of mathematics and theoretical computer science that typically studies sequential games with perfect information. Study has been largely confined to two-player games that have a ''position'' that the players ...
(with Go Infinitesimals being a specific example of its use in Go).


Computational complexity

Generalized Go is played on ''n'' × ''n'' boards, and the
computational complexity In computer science, the computational complexity or simply complexity of an algorithm is the amount of resources required to run it. Particular focus is given to computation time (generally measured by the number of needed elementary operations) ...
of determining the winner in a given position of generalized Go depends crucially on the
ko rule The rules of Go have seen some variation over time and from place to place. This article discusses those sets of rules broadly similar to the ones currently in use in East Asia. Even among these, there is a degree of variation. Notably, Chinese ...
s. Go is “almost” in
PSPACE In computational complexity theory, PSPACE is the set of all decision problems that can be solved by a Turing machine using a polynomial amount of space. Formal definition If we denote by SPACE(''t''(''n'')), the set of all problems that can b ...
, since in normal play, moves are not reversible, and it is only through capture that there is the possibility of the repeating patterns necessary for a harder complexity.


Without ko

Without ko, Go is
PSPACE-hard In computational complexity theory, PSPACE is the set of all decision problems that can be solved by a Turing machine using a polynomial amount of space. Formal definition If we denote by SPACE(''t''(''n'')), the set of all problems that can b ...
. This is proved by reducing
True Quantified Boolean Formula In computational complexity theory, the language TQBF is a formal language consisting of the true quantified Boolean formulas. A (fully) quantified Boolean formula is a formula in quantified propositional logic where every variable is quantified ( ...
, which is known to be PSPACE-complete, to
generalized geography In computational complexity theory, generalized geography is a well-known PSPACE-complete problem. Introduction Geography is a children's game, where players take turns naming cities from anywhere in the world. Each city chosen must begin with the ...
, to planar generalized geography, to planar generalized geography with maximum degree 3, finally to Go positions. Go with superko is not known to be in PSPACE. Though actual games seem never to last longer than n^2 moves, in general it is not known if there were a polynomial bound on the length of Go games. If there were, Go would be PSPACE-complete. As it currently stands, it might be PSPACE-complete, EXPTIME-complete, or even EXPSPACE-complete.


Japanese ko rule

Japanese ko rules state that only the basic ko, that is, a move that reverts the board to the situation one move previously, is forbidden. Longer repetitive situations are allowed, thus potentially allowing a game to loop forever, such as the triple ko, where there are three kos at the same time, allowing a cycle of 12 moves. With Japanese ko rules, Go is
EXPTIME In computational complexity theory, the complexity class EXPTIME (sometimes called EXP or DEXPTIME) is the set of all decision problems that are solvable by a deterministic Turing machine in exponential time, i.e., in O(2''p''(''n'')) time, wh ...
-complete.


Superko rule

The superko rule (also called the positional superko rule) states that a repetition of any board position that has previously occurred is forbidden. This is the ko rule used in most Chinese and US rulesets. It is an open problem what the complexity class of Go is under superko rule. Though Go with Japanese ko rule is EXPTIME-complete, both the lower and the upper bounds of Robson’s EXPTIME-completeness proof break when the superko rule is added. It is known that it is at least PSPACE-hard, since the proof in of the PSPACE-hardness of Go does not rely on the ko rule, or lack of the ko rule. It is also known that Go is in EXPSPACE. Robson showed that if the superko rule, that is, “no previous position may ever be recreated”, is added to certain two-player games that are EXPTIME-complete, then the new games would be EXPSPACE-complete. Intuitively, this is because an exponential amount of space is required even to determine the legal moves from a position, because the game history leading up to a position could be exponentially long. As a result, superko variants (moves that repeat a previous board position are not allowed) of generalized
chess Chess is a board game for two players, called White and Black, each controlling an army of chess pieces in their color, with the objective to checkmate the opponent's king. It is sometimes called international chess or Western chess to disti ...
and
checkers Checkers (American English), also known as draughts (; British English), is a group of strategy board games for two players which involve diagonal moves of uniform game pieces and mandatory captures by jumping over opponent pieces. Checkers ...
are EXPSPACE-complete, since generalized chess and checkers are EXPTIME-complete. However, this result does not apply to Go.


Complexity of certain Go configurations

A Go endgame begins when the board is divided into areas that are isolated from all other local areas by living stones, such that each local area has a polynomial size canonical game tree. In the language of
combinatorial game theory Combinatorial game theory is a branch of mathematics and theoretical computer science that typically studies sequential games with perfect information. Study has been largely confined to two-player games that have a ''position'' that the players ...
, it happens when a Go game decomposes into a sum of subgames with polynomial size canonical game trees. With that definition, Go endgames are PSPACE-hard. This is proven by converting the
Quantified Boolean Formula In computational complexity theory, the language TQBF is a formal language consisting of the true quantified Boolean formulas. A (fully) quantified Boolean formula is a formula in quantified propositional logic where every variable is quantified ( ...
problem, which is PSPACE-complete, into a sum of small (with polynomial size canonical game trees) Go subgames. Note that the paper does not prove that Go endgames are in PSPACE, so they might not be PSPACE-complete. Determining which side wins
ladder
capturing race is PSPACE-complete, whether Japanese ko rule or superko rule is in place. This is proven by simulating QBF, known to be PSPACE-complete, with ladders that bounce around the board like light beams.


Legal positions

Since each location on the board can be either empty, black, or white, there are a total of 3''n''2 possible board positions on a square board with length ''n''; however not all of them are legal.
Tromp TROMP Percussion Eindhoven is a biennial percussion competition and festival held in Eindhoven, Netherlands since 1971. In 2012, TROMP will be organising its fourth percussion competition (twenty-first competition in total). It is scheduled to t ...
and Farnebäck derived a recursive formula for legal positions L(m,n) of a rectangle board with length ''m'' and ''n''. The exact number of L(19,19) was obtained in 2016. They also find an asymptotic formula L\approx AB^C^, where A\approx 0.8506399258457145, B\approx 0.96553505933837387 and C\approx 2.975734192043357249381. It has been estimated that the observable universe contains around 1080 atoms, far fewer than the number of possible legal positions of regular board size (m=n=19). As the board gets larger, the percentage of the positions that are legal decreases.


Game tree complexity

The
computer scientist A computer scientist is a person who is trained in the academic study of computer science. Computer scientists typically work on the theoretical side of computation, as opposed to the hardware side on which computer engineers mainly focus (al ...
Victor Allis Louis Victor Allis (born 19 May 1965) is a Dutch computer scientist working in the artificial intelligence (AI) field. In his graduate work, he revealed AI solutions for Connect Four, Qubic, and Gomoku. His dissertation introduced two new game s ...
notes that typical games between experts last about 150 moves, with an average of about 250 choices per move, suggesting a
game-tree complexity Combinatorial game theory has several ways of measuring game complexity. This article describes five of them: state-space complexity, game tree size, decision complexity, game-tree complexity, and computational complexity. Measures of game comple ...
of 10360. For the number of ''theoretically possible'' games, including games impossible to play in practice, Tromp and Farnebäck give lower and upper bounds of 101048 and 1010171 respectively. The lower bound was improved to a
googolplex A googolplex is the number 10, or equivalently, 10 or 1010,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000,000 . Written out in ordinary decimal notation, it is 1 fol ...
by Walraet and Tromp. The most commonly quoted number for the number of possible games, 10700AGA – top ten reason to play Go is derived from a simple permutation of 361 moves or . Another common derivation is to assume ''N'' intersections and ''L'' longest game for ''N'' total games. For example, 400 moves, as seen in some professional games, would be one out of 361400 or 1 × 101023 possible games. The total number of possible games is a function both of the size of the board and the number of moves played. While most games last less than 400 or even 200 moves, many more are possible. The total number of possible games can be estimated from the board size in a number of ways, some more rigorous than others. The simplest, a permutation of the board size, (''N'')''L'', fails to include illegal captures and positions. Taking ''N'' as the board size (19 × 19 = 361) and ''L'' as the longest game, ''N'' forms an upper limit. A more accurate limit is presented in the Tromp/Farnebäck paper. 10700 is thus an overestimate of the number of possible games that can be played in 200 moves and an underestimate of the number of games that can be played in 361 moves. Since there are about 31 million seconds in a year, it would take about years, playing 16 hours a day at one move per second, to play 47 million moves.


See also

*
Game complexity Combinatorial game theory has several ways of measuring game complexity. This article describes five of them: state-space complexity, game tree size, decision complexity, game-tree complexity, and computational complexity. Measures of game comple ...
*
God's algorithm God's algorithm is a notion originating in discussions of ways to solve the Rubik's Cube puzzle, but which can also be applied to other combinatorial puzzles and mathematical games. It refers to any algorithm which produces a solution having the ...
*
Shannon number The Shannon number, named after the American mathematician Claude Shannon, is a conservative lower bound of the game-tree complexity of chess of 10120, based on an average of about 103 possibilities for a pair of moves consisting of a move for Whi ...
(Chess)


Notes


References

* * * h.D. Thesis, MIT.* * Papadimitriou, Christos (1994), ''Computational Complexity'', Addison Wesley. * * *


External links


Go and Mathematics

Number of possible outcomes of a game
- article at Sensei's Library {{Go (game)
Mathematics Mathematics is an area of knowledge that includes the topics of numbers, formulas and related structures, shapes and the spaces in which they are contained, and quantities and their changes. These topics are represented in modern mathematics ...
Combinatorial game theory Recreational mathematics