围棋,这项起源于中国的古老棋类游戏,被誉为“人类智慧的最后堡垒”。它规则简单,却蕴含着无穷的变化和深邃的战略思想。随着计算机科学和人工智能的飞速发展,数学和编程算法正在以前所未有的方式破解围棋的胜负密码。本文将深入探讨围棋数学编程的核心原理、关键算法以及它们如何改变我们对围棋的理解。
一、围棋的数学本质:从组合爆炸到概率空间
围棋的复杂性首先体现在其巨大的状态空间上。一个19x19的标准围棋棋盘,理论上可能的棋局数量远超宇宙中的原子总数。这种“组合爆炸”使得传统的暴力搜索方法完全失效。
1.1 状态空间的数学描述
围棋棋盘可以看作一个19x19的网格,每个交叉点有三种状态:黑子、白子、空。因此,总状态数为:
3^(19×19) ≈ 3^361 ≈ 10^172
这个数字比宇宙中估计的原子数量(约10^80)还要大得多。即使每秒评估10^100个状态,也需要远超宇宙年龄的时间来遍历所有可能。
1.2 胜负判定的数学模型
围棋的胜负判定基于“地”的概念,即被己方棋子围住的空点。数学上,这可以建模为图论中的连通性问题:
- 棋盘上的每个交叉点是图的节点
- 相邻的同色棋子形成边
- 通过深度优先搜索(DFS)或并查集算法,可以快速计算每块棋的“眼”(活棋的条件)
# 简化的围棋棋盘连通性检测示例
class GoBoard:
def __init__(self, size=19):
self.size = size
self.board = [[0 for _ in range(size)] for _ in range(size)] # 0:空, 1:黑, 2:白
def get_group(self, x, y):
"""获取(x,y)位置棋子所在的连通块"""
if self.board[x][y] == 0:
return None
color = self.board[x][y]
visited = set()
stack = [(x, y)]
group = []
while stack:
cx, cy = stack.pop()
if (cx, cy) in visited:
continue
visited.add((cx, cy))
group.append((cx, cy))
# 检查四个方向
for dx, dy in [(1,0), (-1,0), (0,1), (0,-1)]:
nx, ny = cx + dx, cy + dy
if 0 <= nx < self.size and 0 <= ny < self.size:
if self.board[nx][ny] == color:
stack.append((nx, ny))
return group
def count_liberties(self, group):
"""计算连通块的气(liberties)数量"""
liberties = set()
for x, y in group:
for dx, dy in [(1,0), (-1,0), (0,1), (0,-1)]:
nx, ny = x + dx, y + dy
if 0 <= nx < self.size and 0 <= ny < self.size:
if self.board[nx][ny] == 0:
liberties.add((nx, ny))
return len(liberties)
二、传统算法的局限与突破
在AlphaGo出现之前,围棋AI主要依赖蒙特卡洛树搜索(MCTS)和启发式评估函数,但这些方法在面对围棋的复杂性时显得力不从心。
2.1 蒙特卡洛树搜索(MCTS)的原理
MCTS通过随机模拟来评估棋盘状态的价值,其核心步骤包括:
- 选择:从根节点开始,根据UCT(Upper Confidence Bound for Trees)公式选择子节点
- 扩展:当到达一个未完全展开的节点时,添加一个子节点
- 模拟:从新节点开始进行随机游戏直到终局
- 回溯:根据模拟结果更新路径上所有节点的统计信息
import math
import random
class MCTSNode:
def __init__(self, state, parent=None):
self.state = state # 棋盘状态
self.parent = parent
self.children = []
self.wins = 0
self.visits = 0
self.untried_moves = self.get_legal_moves()
def get_legal_moves(self):
"""获取合法走法(简化版)"""
# 实际实现需要考虑禁着点、打劫等复杂规则
moves = []
for x in range(19):
for y in range(19):
if self.state.board[x][y] == 0:
moves.append((x, y))
return moves
def select_child(self, exploration_weight=1.414):
"""使用UCT公式选择子节点"""
best_score = -float('inf')
best_child = None
for child in self.children:
if child.visits == 0:
uct_score = float('inf') # 未访问的节点优先
else:
# UCT公式:胜率 + 探索项
win_rate = child.wins / child.visits
exploration = exploration_weight * math.sqrt(
math.log(self.visits) / child.visits
)
uct_score = win_rate + exploration
if uct_score > best_score:
best_score = uct_score
best_child = child
return best_child
def expand(self):
"""扩展节点:添加一个子节点"""
if not self.untried_moves:
return None
move = random.choice(self.untried_moves)
self.untried_moves.remove(move)
# 创建新状态(简化版,实际需要深拷贝)
new_state = self.state.copy()
new_state.play_move(move)
child_node = MCTSNode(new_state, self)
self.children.append(child_node)
return child_node
def simulate(self):
"""随机模拟游戏直到终局"""
current_state = self.state.copy()
player = 1 # 假设当前玩家是黑方
# 简化版:随机走子直到达到最大步数
for _ in range(300): # 实际围棋可能超过300步
legal_moves = current_state.get_legal_moves()
if not legal_moves:
break
move = random.choice(legal_moves)
current_state.play_move(move)
player = 3 - player # 切换玩家
# 简化版胜负判定:根据棋子数量
black_count = sum(row.count(1) for row in current_state.board)
white_count = sum(row.count(2) for row in current_state.board)
# 假设黑方先手,需要贴目(简化处理)
return 1 if black_count > white_count else 0
def backpropagate(self, result):
"""回溯更新统计信息"""
self.visits += 1
self.wins += result
if self.parent:
# 如果是黑方走的这一步,结果对黑方有利
# 需要根据当前玩家调整结果
self.parent.backpropagate(1 - result)
class MCTS:
def __init__(self, root_state):
self.root = MCTSNode(root_state)
def search(self, iterations=1000):
"""执行MCTS搜索"""
for _ in range(iterations):
node = self.root
# 1. 选择
while node.children and node.untried_moves == []:
node = node.select_child()
# 2. 扩展
if node.untried_moves:
node = node.expand()
# 3. 模拟
result = node.simulate()
# 4. 回溯
node.backpropagate(result)
# 选择访问次数最多的子节点作为最佳走法
best_child = max(self.root.children, key=lambda c: c.visits)
return best_child
2.2 传统MCTS的局限性
- 随机模拟的低效性:随机走子产生的棋局质量低,无法准确评估局面
- 评估函数的粗糙性:传统评估函数(如基于棋子数量、形状)难以捕捉围棋的微妙之处
- 计算资源需求大:需要大量模拟才能获得可靠评估
三、AlphaGo的革命性突破:深度学习与MCTS的融合
AlphaGo(2016)及其后续版本(AlphaGo Zero、AlphaZero)彻底改变了围棋AI的格局,其核心是将深度学习与MCTS相结合。
3.1 策略网络(Policy Network):指导搜索方向
策略网络预测在给定棋盘状态下,每个位置的落子概率。这相当于为MCTS提供了高质量的“先验知识”。
import torch
import torch.nn as nn
import torch.nn.functional as F
class PolicyNetwork(nn.Module):
"""简化的策略网络架构"""
def __init__(self, board_size=19):
super(PolicyNetwork, self).__init__()
self.board_size = board_size
# 输入层:棋盘状态(黑子、白子、当前玩家)
# 使用卷积层提取局部特征
self.conv1 = nn.Conv2d(3, 128, kernel_size=3, padding=1)
self.conv2 = nn.Conv2d(128, 128, kernel_size=3, padding=1)
self.conv3 = nn.Conv2d(128, 128, kernel_size=3, padding=1)
self.conv4 = nn.Conv2d(128, 128, kernel_size=3, padding=1)
# 策略头:输出每个位置的概率
self.policy_conv = nn.Conv2d(128, 2, kernel_size=1)
self.policy_fc = nn.Linear(2 * board_size * board_size, board_size * board_size)
def forward(self, x):
# x: [batch, 3, board_size, board_size]
x = F.relu(self.conv1(x))
x = F.relu(self.conv2(x))
x = F.relu(self.conv3(x))
x = F.relu(self.conv4(x))
# 策略头
policy = F.relu(self.policy_conv(x))
policy = policy.view(policy.size(0), -1)
policy = self.policy_fc(policy)
policy = F.softmax(policy, dim=1)
return policy
# 训练策略网络的示例代码
def train_policy_network(model, dataset, epochs=10):
"""训练策略网络"""
optimizer = torch.optim.Adam(model.parameters(), lr=0.001)
criterion = nn.CrossEntropyLoss()
for epoch in range(epochs):
total_loss = 0
for batch_idx, (states, target_policies) in enumerate(dataset):
# states: [batch, 3, 19, 19]
# target_policies: [batch, 19*19]
optimizer.zero_grad()
predicted_policies = model(states)
# 计算损失
loss = criterion(predicted_policies, target_policies)
loss.backward()
optimizer.step()
total_loss += loss.item()
print(f"Epoch {epoch+1}, Average Loss: {total_loss/len(dataset):.4f}")
3.2 价值网络(Value Network):评估局面优劣
价值网络直接预测当前局面的胜率,替代了MCTS中的随机模拟。
class ValueNetwork(nn.Module):
"""简化的价值网络架构"""
def __init__(self, board_size=19):
super(ValueNetwork, self).__init__()
self.board_size = board_size
# 共享的卷积层
self.conv1 = nn.Conv2d(3, 128, kernel_size=3, padding=1)
self.conv2 = nn.Conv2d(128, 128, kernel_size=3, padding=1)
self.conv3 = nn.Conv2d(128, 128, kernel_size=3, padding=1)
self.conv4 = nn.Conv2d(128, 128, kernel_size=3, padding=1)
# 价值头
self.value_conv = nn.Conv2d(128, 1, kernel_size=1)
self.value_fc1 = nn.Linear(board_size * board_size, 128)
self.value_fc2 = nn.Linear(128, 1)
def forward(self, x):
# x: [batch, 3, board_size, board_size]
x = F.relu(self.conv1(x))
x = F.relu(self.conv2(x))
x = F.relu(self.conv3(x))
x = F.relu(self.conv4(x))
# 价值头
value = F.relu(self.value_conv(x))
value = value.view(value.size(0), -1)
value = F.relu(self.value_fc1(value))
value = torch.tanh(self.value_fc2(value)) # 输出[-1, 1]范围
return value
3.3 AlphaGo的完整架构:策略网络、价值网络与MCTS的协同
AlphaGo将策略网络和价值网络嵌入到MCTS中,形成一个高效的搜索框架:
- 选择阶段:使用策略网络指导选择,优先探索高概率走法
- 扩展阶段:当遇到新节点时,使用策略网络预测子节点的先验概率
- 模拟阶段:使用价值网络直接评估局面,替代随机模拟
- 回溯阶段:根据价值网络的评估结果更新节点统计
class AlphaGoMCTSNode(MCTSNode):
"""AlphaGo风格的MCTS节点"""
def __init__(self, state, parent=None, prior_prob=0.0):
super().__init__(state, parent)
self.prior_prob = prior_prob # 策略网络预测的先验概率
self.value = 0 # 价值网络预测的胜率
def select_child(self, exploration_weight=1.0):
"""AlphaGo风格的UCT选择,结合先验概率"""
best_score = -float('inf')
best_child = None
for child in self.children:
if child.visits == 0:
# 未访问的节点,使用先验概率
uct_score = child.prior_prob
else:
# UCT公式:胜率 + 探索项 + 先验概率项
win_rate = child.wins / child.visits
exploration = exploration_weight * math.sqrt(
math.log(self.visits) / child.visits
)
# AlphaGo的UCT公式
uct_score = win_rate + exploration + child.prior_prob
if uct_score > best_score:
best_score = uct_score
best_child = child
return best_child
def expand(self, policy_network):
"""使用策略网络扩展节点"""
if not self.untried_moves:
return None
# 使用策略网络预测所有合法走法的概率
state_tensor = self.state.to_tensor() # 将棋盘状态转换为张量
with torch.no_grad():
policy_probs = policy_network(state_tensor.unsqueeze(0))
# 选择概率最高的走法
move_idx = torch.argmax(policy_probs).item()
move = self.idx_to_move(move_idx)
if move in self.untried_moves:
self.untried_moves.remove(move)
new_state = self.state.copy()
new_state.play_move(move)
# 获取该走法的先验概率
prior_prob = policy_probs[0, move_idx].item()
child_node = AlphaGoMCTSNode(new_state, self, prior_prob)
self.children.append(child_node)
return child_node
return None
def evaluate(self, value_network):
"""使用价值网络评估局面"""
state_tensor = self.state.to_tensor()
with torch.no_grad():
value = value_network(state_tensor.unsqueeze(0))
self.value = value.item()
return self.value
四、AlphaGo Zero与AlphaZero的自我对弈进化
AlphaGo Zero(2017)和AlphaZero(2018)进一步简化了架构,仅通过自我对弈和强化学习就能达到超越人类的水平。
4.1 自我对弈的训练流程
- 初始化:创建一个随机初始化的神经网络
- 自我对弈:使用当前网络与自己对弈,生成棋局数据
- 训练:使用生成的数据训练网络,改进策略和价值评估
- 迭代:重复步骤2-3,网络性能不断提升
class AlphaZeroTrainer:
"""AlphaZero训练器"""
def __init__(self, model, board_size=19):
self.model = model # 策略-价值网络
self.board_size = board_size
self.optimizer = torch.optim.Adam(model.parameters(), lr=0.001)
def self_play(self, num_games=100):
"""自我对弈生成数据"""
games_data = []
for game_idx in range(num_games):
game_states = []
game_policies = []
game_values = []
board = GoBoard(self.board_size)
current_player = 1 # 黑方先手
# 每局游戏最多进行300步
for move_idx in range(300):
# 获取当前棋盘状态
state_tensor = board.to_tensor()
# 使用模型预测策略和价值
with torch.no_grad():
policy_probs, value = self.model(state_tensor.unsqueeze(0))
# 选择走法(使用策略概率或探索)
if random.random() < 0.25: # 25%概率随机探索
legal_moves = board.get_legal_moves()
if legal_moves:
move = random.choice(legal_moves)
else:
break
else:
# 选择概率最高的走法
move_idx = torch.argmax(policy_probs).item()
move = board.idx_to_move(move_idx)
# 记录数据
game_states.append(state_tensor)
game_policies.append(policy_probs.squeeze())
# 执行走法
board.play_move(move)
current_player = 3 - current_player
# 检查游戏是否结束
if board.is_game_over():
break
# 游戏结束,计算最终价值
final_value = board.get_final_score() # 黑方胜为1,白方胜为-1
# 为每个状态分配价值(从终局向前传播)
for i in range(len(game_states)):
# 根据当前玩家调整价值
player = 1 if i % 2 == 0 else 2
adjusted_value = final_value if player == 1 else -final_value
game_values.append(adjusted_value)
games_data.append({
'states': game_states,
'policies': game_policies,
'values': game_values
})
return games_data
def train(self, games_data, batch_size=32, epochs=10):
"""训练模型"""
# 将数据转换为张量
all_states = []
all_policies = []
all_values = []
for game in games_data:
all_states.extend(game['states'])
all_policies.extend(game['policies'])
all_values.extend(game['values'])
all_states = torch.stack(all_states)
all_policies = torch.stack(all_policies)
all_values = torch.tensor(all_values).float()
dataset = torch.utils.data.TensorDataset(all_states, all_policies, all_values)
dataloader = torch.utils.data.DataLoader(dataset, batch_size=batch_size, shuffle=True)
for epoch in range(epochs):
total_loss = 0
for batch_states, batch_policies, batch_values in dataloader:
# 前向传播
pred_policies, pred_values = self.model(batch_states)
# 计算损失
policy_loss = F.cross_entropy(pred_policies, batch_policies)
value_loss = F.mse_loss(pred_values.squeeze(), batch_values)
total_loss_batch = policy_loss + value_loss
# 反向传播
self.optimizer.zero_grad()
total_loss_batch.backward()
self.optimizer.step()
total_loss += total_loss_batch.item()
print(f"Epoch {epoch+1}, Average Loss: {total_loss/len(dataloader):.4f}")
4.2 AlphaZero的核心创新
- 通用架构:同一网络同时输出策略和价值,共享大部分参数
- 纯自我对弈:无需人类棋谱,完全从零开始学习
- 强化学习:通过蒙特卡洛策略梯度(MCTS+策略梯度)优化
- 残差网络:使用深度残差网络(ResNet)处理深层特征
class AlphaZeroNetwork(nn.Module):
"""AlphaZero风格的策略-价值网络"""
def __init__(self, board_size=19, num_res_blocks=20, num_filters=256):
super(AlphaZeroNetwork, self).__init__()
self.board_size = board_size
# 输入层
self.input_conv = nn.Conv2d(3, num_filters, kernel_size=3, padding=1)
self.input_bn = nn.BatchNorm2d(num_filters)
# 残差块
self.res_blocks = nn.ModuleList([
ResidualBlock(num_filters) for _ in range(num_res_blocks)
])
# 策略头
self.policy_conv = nn.Conv2d(num_filters, 2, kernel_size=1)
self.policy_bn = nn.BatchNorm2d(2)
self.policy_fc = nn.Linear(2 * board_size * board_size, board_size * board_size)
# 价值头
self.value_conv = nn.Conv2d(num_filters, 1, kernel_size=1)
self.value_bn = nn.BatchNorm2d(1)
self.value_fc1 = nn.Linear(board_size * board_size, 256)
self.value_fc2 = nn.Linear(256, 1)
def forward(self, x):
# 输入层
x = F.relu(self.input_bn(self.input_conv(x)))
# 残差块
for res_block in self.res_blocks:
x = res_block(x)
# 策略头
policy = F.relu(self.policy_bn(self.policy_conv(x)))
policy = policy.view(policy.size(0), -1)
policy = self.policy_fc(policy)
policy = F.softmax(policy, dim=1)
# 价值头
value = F.relu(self.value_bn(self.value_conv(x)))
value = value.view(value.size(0), -1)
value = F.relu(self.value_fc1(value))
value = torch.tanh(self.value_fc2(value))
return policy, value
class ResidualBlock(nn.Module):
"""残差块"""
def __init__(self, num_filters):
super(ResidualBlock, self).__init__()
self.conv1 = nn.Conv2d(num_filters, num_filters, kernel_size=3, padding=1)
self.bn1 = nn.BatchNorm2d(num_filters)
self.conv2 = nn.Conv2d(num_filters, num_filters, kernel_size=3, padding=1)
self.bn2 = nn.BatchNorm2d(num_filters)
def forward(self, x):
residual = x
out = F.relu(self.bn1(self.conv1(x)))
out = self.bn2(self.conv2(out))
out += residual # 残差连接
out = F.relu(out)
return out
五、现代围棋AI的算法演进与应用
5.1 KataGo:开源围棋AI的代表
KataGo是目前最强大的开源围棋AI之一,它在AlphaGo Zero的基础上进行了多项改进:
- 更高效的MCTS实现:使用并行计算和优化的数据结构
- 更准确的评估函数:结合了局部和全局特征
- 支持不同规则:适应不同地区的围棋规则(如日本规则、中国规则)
# KataGo风格的MCTS优化示例
class KataGoMCTS:
"""简化的KataGo风格MCTS"""
def __init__(self, model, board_size=19):
self.model = model
self.board_size = board_size
def search(self, board, num_simulations=1000):
"""执行高效搜索"""
# 使用并行计算加速
import concurrent.futures
root = KataGoNode(board)
# 并行执行多个模拟
with concurrent.futures.ThreadPoolExecutor(max_workers=4) as executor:
futures = []
for _ in range(num_simulations):
future = executor.submit(self._single_simulation, root)
futures.append(future)
# 收集结果
for future in concurrent.futures.as_completed(futures):
result = future.result()
root.backpropagate(result)
# 选择最佳走法
best_move = root.get_best_move()
return best_move
def _single_simulation(self, node):
"""单次模拟"""
# 使用策略网络指导选择
# 使用价值网络评估
# 返回模拟结果
pass
5.2 围棋AI的实际应用
- 棋谱分析:AI可以分析人类棋手的棋谱,指出潜在的失误和改进点
- 定式研究:AI可以探索新的定式和变化,扩展围棋理论
- 教学辅助:AI可以作为教练,为不同水平的棋手提供针对性指导
- 规则研究:AI可以帮助研究复杂规则(如打劫、禁着点)的数学本质
六、围棋数学编程的未来展望
6.1 算法优化方向
- 更高效的搜索算法:如基于强化学习的搜索优化
- 更小的模型:在保持性能的同时减少计算资源需求
- 可解释性:提高AI决策的可解释性,帮助人类理解围棋
6.2 跨领域应用
围棋算法的思想可以应用于其他领域:
- 蛋白质折叠:围棋的棋盘可以类比为蛋白质的氨基酸序列
- 交通规划:围棋的围地策略可以用于优化交通网络
- 金融交易:围棋的长期规划和局部战斗可以应用于投资策略
七、总结
围棋数学编程的发展历程,是从组合爆炸的绝望到深度学习突破的希望。通过MCTS、深度学习和强化学习的结合,AI不仅破解了围棋的胜负密码,更重新定义了围棋的可能性。
对于围棋爱好者而言,现代AI不仅是强大的对手,更是理解围棋本质的窗口。通过分析AI的决策,我们可以发现人类直觉的局限,探索围棋更深层的数学结构。
对于程序员和研究者而言,围棋AI的开发过程展示了如何将复杂的现实问题转化为可计算的数学模型,以及如何通过算法创新解决看似不可能的问题。
围棋的千年棋局,正在被算法重新书写。而这个过程,才刚刚开始。
