In a sense, any of the projects described below for Go can also apply to Amazons. Pruning trees in go programming. Tactical situations in go tend to be local and so a go playing program must be able to recognize these situations and restrict its attention accordingly. The student, after researching the current literature in go playing programming, will modify an existing go playing program so that tactical situations are evaluated efficiently, i.e., the program doesn't take too long to move. Heuristics for looking ahead in go.
Various heuristics are well known for looking ahead in games of skill.
For example, most strong chess playing programs use the killer heuristic , singular extension , iterative deepening , alpha-beta pruning , etc. Though it is obvious that some of these heuristics can be used to advantage in a go playing program, it is not obvious for all of them. The student will research the different heuristics used in game playing programs, and implement them in an existing go playing program. The advantages and disadvantages of the different heuristics, as applied to a go playing program, will be studied. Joseki - well known move sequences for the corners.