Training with AI

During the pilot project (2018-2019) we will work closely together with the Friedrich Schiller University (Department of Computer Science: Prof. Dr. Ingo Althöfer and Prof. Dr. Manja Marz). We will integrate AI programs (e.g. Leelaz, ELF, …) into our daily studying programme. Each student will have his own computer next to him while playing. Here, we display some of the experiments:

Experiment I — AI as handicap
Player A has for each move an AI program with an interface displaying the best five moves without priority.
Player B (e.g. two stones weaker) has for each move an AI with an interface displaying the best e.g. three moves without priority.
The aim will be to generate a handicap table (rank correlating with the number of displayed moves)

Experiment II — Drei-Hirn-Go
According to Drei-Hirn-Schach (3-Brain-Chess), we will have two different AI programs, each offering a best move.
The player will play one of these two moves.
In chess it has been shown, that the rank of 3-Hirn is stronger than the player, and each of the AI programs.
The aim will be to prove the same for Go.

Experiment III — Which is my best move?
The player types for each move three possibilities into the AI program, which will return the best one, being afterwards played by the player.
The aim is to write a novel program, which determines after several hundred games the weaknesses and strengths of the player.

These experiments have the advantage of students learning AI moves. The teacher explains the meaning of the moves. New variations will be discovered.

Training with AI
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