\section{Introduction} \begin{displayquote} Go is an ancient game which, from its forgotten origins in China, spread first to the rest of East Asia, and then to the entire world. How ancient? Historians aren't sure; it has a definite history of over 3000 years, but according to tradition Go was invented more than 4000 years ago. The English name comes from the Japanese name Igo, which means ``surrounding boardgame''. In this game, each player tries to use threats of death, capture, or isolation to assert control over more of the board than his opponent. An abstract strategy game at heart, Go has nonetheless been interpreted as a stylized representation of fighting a war, settling a frontier, cornering a market, thrashing out an argument, or even of fortune-telling and prophecy. Go has always been one of the most played games in the world. \cite{sl_go} \end{displayquote} As old and deep as Go is it has recently lived a revolution by the appearance of artificial intelligences with superhuman strength. While not expecting to achieve what a full team of developers and computer scientists at Google did, this project aims to analyze how an engine able to play the game of Go could be created, implement such an engine and evaluate the results of the whole process. \subsection{Driving Needs} As one of the deepest and most studied games in the world, Go presents a very interesting problem for artificial intelligence. Implementing not only the game's simple but subtle rules, but a system capable of playing it with a satisfying level of skill, is a task worth of pursuing as an exercise on software design, algorithmics and \acrfull{ai} research. On the practical level, this project can be a foundation for the development of different Go analysis algorithms by providing an existing engine to house them, which can be of interest to Go players and software scientists alike. \subsection{Reach} Presented here are the ideal targets of the project. \begin{itemize} \item An implementation of the game of Go, that is, a system for holding the moves and variants of a match (a tree of moves) and the logic for the game's rules. \item An engine capable of analyzing board positions and generating strong moves via various decision algorithms. \item An interface compatible with existing \acrshort{gui}s. \item A way for processing existing records of games, which are usually recorded in the \acrfull{sgf}. \end{itemize} \subsection{Rules of Go} Some understanding of the basics of the game is necessary to process this document. Luckily for the reader, the rules of Go are pretty simple. If the reader prefers, there is an interactive tutorial at \texttt{https://online-go.com/learn-to-play-go/} going over the fundamentals and introducing basic strategy for managing the stones which is already useful and needed for the first games. Either way, the rules are sumarized as follows: \begin{itemize} \item There are two players. One plays as black, the other as white. Black plays first. \item The player with the biggest score when the game ends wins. The score consists of surrounded territory and captured enemy stones. Surrounded territory is defined as the areas of empty space connected orthogonally only to stones of one color. Each empty space on a surrounded area and each captured enemy stone score one point. \item As their turn, a player can either place a stone of their color in an empty space of the board or pass. The game ends when both players pass consecutively. \item Stones of the same color orthogonally adjacent to one another are considered connected. When one group of connected stones has no more orthogonally adjacent empty spaces it is considered as captured and its stones are removed from the board. \item Additionally, to prevent endlessly repeating plays, it is forbidden to make a move which resets the board to the previous position. This is called the \Gls{ko} rule, is of strategic relevance outside the scope of a basic introduction to the game, and doesn't always come up. \end{itemize}