Update log
Full The Conquest of Go update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Workshop
New Features
New AI - KataGo Human
There is now a new AI in the game, KataGo-Human, which was trained on human games and should provide an opponent that has more human-like characteristics than the super-human level of play provided by the ordinary KataGo opponent. KataGo is doing the heavy lifting here, so many thanks to lightvector and his continued support of the Go community.
When using the human trained KataGo, you can select which era of Go the AI will play as. This includes the eras before and after AlphaGo Zero had an impact on human play and strategies.
If selecting the modern AI or pre-AI eras, a rank selection is provided to select which rank (20 Kyu - 9 Dan) the AI will play similar to.
If selecting to play against the historical pros era, a year selection is provided to select which year (1800-2023) the AI will play as, which is modeled after professional/master level players from that time.
Players can also choose whether or not to use the “Refined Move Selection” mode when using the KataGo Human opponent. When selected, additional processing will be performed during the move selection process which may provide a more realistic opponent, but may also make the opponent take longer to respond. For those that are familiar with KataGo’s human model setup, when this checkbox is checked, both a human and non-human model will be used with additional parameters to control which moves will be played. When it is not checked, only the human model will be used.
This new AI is available in both quick play and the campaign mode.
New Puzzle Settings
In the settings menu, there is a new tab labeled "Puzzle" which is used to control several new settings listed below.
Load Next Puzzle - How the next puzzle will be loaded after being completed.
- CosmeticManualThe default value, and how things previously worked, which is you click the button to load the next puzzle.
- CosmeticAutoAfter completing a puzzle, the next puzzle is loaded automatically after the specified delay in seconds has elapsed.
- CosmeticAllow HintsControls whether the "Show Correct Move" button will be displayed if available.
Attempts Limit - How many tries you get to solve a puzzle. An attempt is used when the player reaches an incorrect ending in the puzzle's move tree, when the player enters a move that isn't part of the puzzle, or if the player undoes moves and begins to play moves down a different path through the tree. By default there is no attempt limit, but a value of 1 to 20 can be specified.
- CosmeticTime LimitHow long the player has to solve the puzzle. By default there is no limit, but a time limit of 5 seconds to 20 minutes can be specified.
Learning Center - Settings that are specific to the learning center's workshop puzzles or imported puzzles.
- CosmeticRandomize OrderAfter loading a puzzle, clicking the load next puzzle button will load a random puzzle from the list instead of by sequential order.
- CosmeticRandomize ColorThe puzzle's stone colors will be swapped or left as-is on a random frequency.
- CosmeticRandomize OrientationThe puzzle's layout will be randomized by flipping horizontally, vertically, and/or diagonally.
New Puzzle Session Stats
When solving puzzles in the campaign fortification process, workshop, or imported content, stats about how many puzzles have been solved or unsolved for that session will be displayed.
Expanding the solved or unsolved header will display a list of each previous puzzle,
Source
