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Euclidean Go: A Geometry-Blind Go Engine That Runs on Any Euclidean Tiling

Explore the Euclidean Go project—a revolutionary Go engine with a geometry-blind design using graph neural networks, capable of running on square, hexagonal, triangular, Archimedean tilings, and even non-periodic Penrose tilings without retraining.

围棋图神经网络机器学习几何盲AI欧几里得铺砖AlphaZeroMCTS图论
Published 2026-06-10 03:44Recent activity 2026-06-10 03:49Estimated read 5 min
Euclidean Go: A Geometry-Blind Go Engine That Runs on Any Euclidean Tiling
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Section 01

Euclidean Go: A Geometry-Blind Go Engine Breaking the Constraints of Traditional Boards

Introducing the Euclidean Go project—a revolutionary Go engine with a geometry-blind design using graph neural networks, capable of running on square, hexagonal, triangular, Archimedean tilings, and even non-periodic Penrose tilings without retraining. Developed by Alexandre Dufour-Richard, the project was released on GitHub in June 2026.

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Section 02

Background: Challenging the Traditional Grid Constraints of Go

Go has been confined to the 19×19 square board for thousands of years. Euclidean Go raises a core question: Is Go inherently about geometric shapes or graph structural relationships? The answer is the latter—Go is essentially a graph game (stones as nodes, connections as edges, rules independent of grid shape).

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Section 03

Technical Architecture and Methods

Key technologies include:

  1. Rule Engine: Processes stone removal, suicide prohibition, superko (Tromp-Taylor rules + Zobrist hashing), and area scoring based on graph structures;
  2. MCTS: AlphaZero-style PUCT search (implemented in Python/C++), expanded on graph structures;
  3. Neural Network: Geometry-blind design that only operates on BoardGraph, using Laplacian eigenvector position encoding (no coordinate information), with features including game state, node degree, boundary distance, etc.;
  4. Tiling Compiler: Converts 11 types of Euclidean uniform tilings, rectangles, and Penrose tilings into a unified graph representation;
  5. Training: Pure self-play (no human game records), with mixed tiling training data.
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Section 04

Empirical Results on Generalization Ability

Experiments show:

  • Square board: Reaches amateur-level performance;
  • Non-square tilings: The mixed-training network outperforms expert networks trained only on square boards;
  • Zero-shot transfer: Can reason on unseen tilings (e.g., some Archimedean tilings, larger Penrose regions) without fine-tuning, proving it learns tiling-agnostic concepts rather than grid memorization.
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Section 05

Three Usage Methods

  1. Python Server: Full functionality (territory estimation), requires Python/PyTorch, command: uv run python scripts/play.py;
  2. Pure Web App: Offline available, open webapp/tilinggo.html;
  3. Native macOS App: High performance (C++/Accelerate optimized, ~0.3 seconds per move, adapted for Apple Silicon), build command: python scripts/build_native.py.
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Section 06

Academic Significance and Open-Source Value

Academic Value: A testbed for deep learning generalization ability, exploring graph neural networks in strategic games, zero-shot transfer, geometric invariance learning, etc.; Open Source: Apache-2.0 license, includes self-play weights, providing a platform for researchers.