\section{Planning} This section explains the aim of the project, its reach and the existing work it is based on, and presents an initial planning. \subsection{Project Stages} The project will be organized in several stages based on the different components and needs. \subsubsection{Game Implementation} The rules of the game must be implemented, ideally in a way they can be tested by direct human play. This system will at its bare minimum represent the Japanese Go rules (area scoring, no \gls{superko} rule, no \gls{suicide} moves). \subsubsection{Engine Implementation} The key of this project is to create some kind of system able to generate strong moves based on any given board configuration: this will be such system. It will implement an existing protocol so it can be used with other compatible tools. It has to be able to receive game updates and configuration and to output moves for either player. It should also be modular enough so different algorithms can be selected and tested against each other as an experimental search for the best of them. \subsubsection{Artificial Intelligence Algorithms} Different algorithms for the engine to use should be implemented and tested. The results of this development and testing process should be presented as part of the final version of the project. \subsection{Logistics} The project will be developed by Íñigo Gutiérrez Fernández, student of the Computer Software Engineering Degree at the University of Oviedo, with supervision from Vicente García Díaz, Associate Professor in the Department of Computer Science at the University of Oviedo. The used material consists of a development and testing machine owned by the student with specifications stated later on the project plan. \subsection{Work Plan} The sole developer will be the student, who is currently working as a Junior Software Engineer on a 35 hour per week schedule and with no university responsibilities other than this project. Taking this into account, a sensible initial assumption is that he will be able to work 3 hours a day, Monday to Friday. Gantt diagrams for the planned working schedule are shown as \fref{fig:planningWorkPlanGame} and \fref{fig:planningWorkPlanEngine}. This planning predicts 6 months of development, from November 2020 to April 2021. With the planned schedule of 3 hours a day on weekdays this amounts to 375 hours. \begin{figure}[h] \begin{center} \includegraphics[width=\textwidth]{diagrams/planningWorkPlanGame.png} \caption{Initial work plan for implementing the game. }\label{fig:planningWorkPlanGame} \end{center} \end{figure} \begin{figure}[h] \begin{center} \includegraphics[width=\textwidth]{diagrams/planningWorkPlanEngine.png} \caption{Initial work plan for implementing the engine and algorithms. }\label{fig:planningWorkPlanEngine} \end{center} \end{figure} \subsection{Previous Works} \subsubsection{Existing Engines} \begin{figure}[h] \begin{center} \includegraphics[width=0.5\textwidth]{img/Alphago_logo_Reversed.jpg} \caption{AlphaGo logo. By Google DeepMind - Google DeepMind AlphaGo Logo, Public Domain, https://commons.wikimedia.org/w/index.php?curid=47169369 }\label{fig:alphaGoLogo} \end{center} \end{figure} \paragraph{AlphaGo \cite{alphaGo}} A Go play and analysis engine developed by DeepMind Technologies, a company owned by Google. It revolutionized the world of Go in 2015 and 2016 when it respectively became the first AI to win against a professional Go player and then won against Lee Sedol, a Korean player of the highest professional rank and one of the strongest players in the world at the time. Its source code is closed, but a paper written by the team has been published on Nature \cite{natureAlphaGo2016}. The logo of the project is shown on \fref{fig:alphaGoLogo}. The unprecedented success of AlphaGo served as inspiration for many AI projects, including this one. \begin{figure}[h] \begin{center} \includegraphics[width=0.5\textwidth]{img/katago.png} \caption{KataGo logo. https://katagotraining.org/static/images/katago.png }\label{fig:kataGoLogo} \end{center} \end{figure} \paragraph{KataGo \cite{katago}} An open source project based on the AlphaGo paper that also achieved superhuman strength of play. The availability of its implementation and documentation presents a great resource for this project. The logo of the project is shown on \fref{fig:kataGoLogo}. \begin{figure}[h] \begin{center} \includegraphics[width=0.5\textwidth]{img/gnuGoLogo.jpg} \caption{GnuGo logo. https://www.gnu.org/software/gnugo/logo-36.jpg }\label{fig:gnuGoLogo} \end{center} \end{figure} \paragraph{GnuGo \cite{gnugo}} A software capable of playing Go and part of the GNU project. Although not a strong engine anymore, it is interesting for historic reasons as the free software engine for which the \acrfull{gtp} was first defined. The logo of the project is shown on \fref{fig:gnuGoLogo}. \subsubsection{Existing Standards} \paragraph{\acrshort{gtp} \cite{gtp}} The \acrfull{gtp} is a text based protocol for communication with computer Go programs. It is the protocol used by GNU Go and the more modern and powerful KataGo. By supporting \acrshort{gtp} the engine developed for this project can be used with existing GUIs and other programs, making it easier to be used with the tools target users are already familiar with. %TODO %\begin{listing}[h] % \inputminted{text}{listings/gtpExample.sgf} % \caption{\acrshort{gtp} session example.} % \label{lst:gtpExample} %\end{listing} \paragraph{\acrshort{sgf} \cite{sgf}} The \acrfull{sgf} is a text format widely used for storing records of Go matches which allows for variants, comments and other metadata. It was devised for Go but it supports other games with similar turn-based structure. Many popular playing tools use it. By supporting \acrshort{sgf} vast existing collections of games, such as those played on online Go servers, can be used to train the decision algorithms based on neural networks. An example of a \acrshort{sgf} file can be seen on \lref{lst:sgfExample}. The game state described in this file is shown visually in \fref{fig:sgfExample}. \begin{listing}[h] \inputminted[breakafter=\]]{text}{listings/sgfExample.sgf} \caption{\acrshort{sgf} example. Describes a \gls{tsumego} (Go problem) setup and two variants, one commented as "Correct" and other commented as "Incorrect". }\label{lst:sgfExample} \end{listing} \begin{figure}[h] \begin{center} \includegraphics[width=0.5\textwidth]{img/sgfExample.png} \caption{Screenshot of Sabaki showing the \gls{tsumego} described in the \acrshort{sgf} example from \lref{lst:sgfExample}. Note that Sabaki marks the two continuations described in the \acrshort{sgf} file with two transparent grey dots. }\label{fig:sgfExample} \end{center} \end{figure} \begin{figure}[h] \begin{center} \includegraphics[width=0.5\textwidth]{img/sabaki.jpg} \caption{Sabaki screenshot. https://sabaki.yichuanshen.de/img/screenshot.png }\label{fig:sabaki} \end{center} \end{figure} \subsubsection{Sabaki \cite{sabaki}} Sabaki is a Go board software compatible with \acrshort{gtp} engines. It can serve as a GUI for the engine developed in this project and as an example of the advantages of following a standardized protocol. Part of its graphical interface is shown on \fref{fig:sabaki}. \begin{figure}[h] \begin{center} \includegraphics[width=0.5\textwidth]{img/kerasLogo.jpg} \caption{Keras logo. https://keras.io/img/logo.png }\label{fig:kerasLogo} \end{center} \end{figure} \subsubsection{Keras \cite{keras}} Keras is a deep learning API for Python allowing for the high-level definition of neural networks. This permits easily testing and comparing different network layouts. The logo of the project is shown on \fref{fig:kerasLogo}. \subsection{Technological Infrastructure} \subsubsection{Programming Language}\label{sec:programmingLanguage} The resulting product of this project will be one or more pieces of software able to be run locally on a personal computer. The programming language of choice is Python \cite{python}, for various reasons: \begin{itemize} \item It has established a reputation on scientific fields and more specifically on AI research and development. \item Interpreters are available for many platforms, which allows the most people possible to access the product. \item Although not very deeply, it has been used by the developer student during its degree including in AI and game theory contexts. \end{itemize} \subsubsection{Interface} Both the game and the engine will offer a text interface. For the game this allows for quick human testing. For the engine it is mandated by the protocol, since \acrshort{gtp} is a text based protocol for programs using text interfaces. Independent programs compatible with this interface will be able to be used in conjunction with this engine, for example to serve as a GUI. There is also the need of an interface with \acrshort{sgf} files so existing games can be processed by the trainer. Both the engine and the trainer will need to interface with the files storing the neural network models. The systems' interfaces are shown in \fref{fig:interfaces}. \begin{figure}[h] \begin{center} \includegraphics[width=\textwidth]{diagrams/interfaces.png} \caption{Interfaces of the three components of the project.} \label{fig:interfaces} \end{center} \end{figure}