Gomoku: analysis of the game and of the player Wine
Lorenzo Piazzo, Michele Scarpiniti, Enzo Baccarelli

TL;DR
This paper provides a comprehensive analysis of Gomoku, including game strategies and the development of a strong AI player named Wine, serving as a valuable resource for AI development in board games.
Contribution
It offers an in-depth analysis of Gomoku strategies and introduces Wine, a modern, well-structured AI player with publicly available code, advancing AI research in this domain.
Findings
Analysis of Gomoku strategies and concepts
Development of a strong AI player named Wine
Wine's code is publicly available for further research
Abstract
Gomoku, also known as five in a row, is a classical board game, ideally suited for quickly testing novel Artificial Intelligence (AI) techniques. With the aim of facilitating a developer willing to write a new Gomoku player, in this report we present an analysis of the main game concepts and strategies, which is wider and deeper than existing ones. Moreover, after discussing the general structure of an artificial player, we present and analyse a strong Gomoku player, named Wine, the code of which is freely available on the Internet and which is an excelent example of how a modern player is organised.
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
Taxonomy
TopicsArtificial Intelligence in Games · Digital Games and Media · Video Analysis and Summarization
