Releases: hzyhhzy/KataGomo
Kata-Breakthrough 20250616
Rule of breakthrough
https://en.wikipedia.org/wiki/Breakthrough_(board_game)
Usage
Download Kata-Breakthrough_20250616.7z
and read ReadMe.pdf
Notice the interface cannot show the game board correctly.
Training
Training scripts used in this run:
https://github.com/hzyhhzy/KataGomo/tree/Breakthrough2025/scripts
b18c384nbt model. 22M parameters
~8M games on <= 8x8 board
~2M games on <= 10x10 board
Winrates of Breakthrough of <=10 boards
KataGo Ultimate-Tic-tac-toe 20250616
Update
This version fix a serious bug (the nn can't see the previous move) (Thanks for @Daporan for finding it) and retrained.
Strength +100 elo
Rule
https://en.wikipedia.org/wiki/Ultimate_tic-tac-toe
This AI includes a widely-accepted additional rule: If one should play in a finished (win, lose, or filled) sub-board, then he/she can play everywhere. It has been proved as first player win without this rule.
This AI supports both with and without “Tiebreaker” rule.
Tiebreaker: If no one connects 3 subboards, then who own more subboards wins.
Results:
The following images shows the winrates(up) and drawrates(down) of the first move
With Tiebreaker: First player 78%, Second player 4%, Draw 18%
Without Tiebreaker: First player 21%, Second player 2%, Draw 77%
KataGo AI for Ultimate Tic-tac-toe 20241101
Update
The only update is stronger net +50 elo
The old version(20241019) has a serious bug of training openings. New version fixed it
Rule
https://en.wikipedia.org/wiki/Ultimate_tic-tac-toe
This AI includes a widely-accepted additional rule: If one should play in a finished (win, lose, or filled) sub-board, then he/she can play everywhere. It has been proved as first player win without this rule.
This AI supports both with and without “Tiebreaker” rule.
Tiebreaker: If no one connects 3 subboards, then who own more subboards wins.
Results:
The following images shows the winrates(up) and drawrates(down) of the first move
With Tiebreaker: First player 70%, Second player 14%, Draw 16%
Without Tiebreaker: First player 33%, Second player 11%, Draw 56%
KataGo for Score Four (and five, six, eight) 20250510
Introduction
Rule of Score Four : Connect Four with gravity on 4x4x4 3D board.
https://en.wikipedia.org/wiki/Score_four
“Score N”: Connect N with gravity on NxNxN 3D board.
This AI includes N=4,5,6,8
Source: https://github.com/hzyhhzy/KataGomo/tree/ConnectFour3d
Results
Score Four : Probably the first player wins
Conjecture of Score N with N>=5: The first player wins if N is odd; The second player wins if N is even;
There is no technical difficulty in solving Score Four strictly (by combining KataGo with a solver like https://tum-csc.github.io/c43d/) , but it is quite cumbersome. So I'm not planning to do it now. Hope someone will do it.
More detailed results can be found in ReadMe.pdf
Training
b10c256nbt
network structure
Scripts: https://github.com/hzyhhzy/KataGomo/tree/ConnectFour3d/scripts
KataGo Capture-Go 20250509
Capture Go: Who first capture N stones wins. Pass is not allowed so the game will finish when one player is forced to suicide.
This released package support board size ≤19, capture target N≤5
This released package has only OpenCL engine. If you need TensorRT engine, compile by yourself.
The network is b18c384nbt
using "transfer learning" from official KataGo
Press "E" in the interface and enter cap N
to set capture target .
KataGo Connect6 (Connect Six) 20250505
File list
KatagomoConnect6_20250505.7z
Full package. Include TensorRT engines which is faster than OpenCL for Nvidia GPUs.
KatagomoConnect6_20250505_OpenCL-only.7z
OpenCL-Only package. Include all features and much smaller, just slower.
Connect6_19x19.MoveLimit113.Openings.7z
An opening lib (HTML format) with move limit 113 (if no one wins before 113 stones, then draw). And regard draws as black loses.
connectsix19x_b18trans.bin.gz
Model for boardsize <= 19x19
connectsix25x_b18trans.bin.gz
Model for boardsize <= 25x25
Results
19x19
Black has a significant advantage. Opening library: Connect6_19x19.MoveLimit113.Openings.7z
Estimated minimum stones needed for a forced Black win: 109 (109 stones = 55 moves = 28 rounds).
18x18 or smaller
Highly likely to end in a draw
20x20
Insufficient computational analysis completed.
No significant advantage for Black currently observed.
21x21
Black has a stronger advantage.
Estimated stones needed for a forced Black win: 93 (93 stones = 47 moves = 24 rounds).
25x25
Black's advantage increases further.
Estimated stones needed for a forced Black win: 89 (89 stones = 45 moves = 23 rounds).
KataGomo Gomocup version
Tiny b10c128nbt
(1/50 size of full strength model b28c512nbt
) models for Gomoku/Renju/Caro.
Maybe 400 ~ 600 ELO weaker (not tested) than full strength version with the same number of search nodes.
The engines attached here are single-thread cpu-only version ( ~40 v/s) which is much slower than GPU versions (5000 v/s for a 50x size net b28c512nbt
on an RTX4090).
Full strength GPU version (1000 ~ 1500 ELO stronger) is here https://github.com/hzyhhzy/KataGomo/releases/tag/Gomoku_20250206.
However Gomocup does not allow submitting different engines for different rules. So finally I decide to quit it this year.
KataGo Zhenqi 20250218
“震棋”是“逆界黑白”群发明的一种新棋
震棋规则:双方轮流落子,落子后会击退周围一圈所有棋子1格,如果击退到的格子已经有棋子了则不能击退,可将棋子击退出棋盘外移除掉。落子后或者击退棋子后棋子形成四连立刻获胜。
规则补充:落子后先判定是否连四,然后再击退,然后再判定击退后的局面是否连四。若击退后双方同时连四,则走棋方胜。连五及以上也算连四
结论:6x6以及较小的棋盘很可能是和棋
8x8棋盘黑棋疑似必胜,且双方都走最优解时黑棋取胜步数为41
10x10棋盘黑棋疑似必胜,且双方都走最优解时黑棋取胜步数为35
KataGo 斗兽棋(Animal Chess, DouShouQi)+ Dandelion 界面
Interface: Dandelion v2.2
Source code: https://github.com/lxsgx23/Dandelion-Chess
Authors:
Laoxu(Kouza) QQ:3527355284 github.com/lxsgx23
Sigmoid(hzyhhzy) QQ:2658628026 github.com/hzyhhzy
Engine: KataGo-AnimalChess
Source code: https://github.com/hzyhhzy/KataGomo/tree/AnimalChess2025
Authors:
Sigmoid(hzyhhzy)
Conclusion:
Almost draw (draw rate >99%)
Even with leopard+wolf+dog odds, draw rate is still >60%