37,314 research outputs found
An Information Theoretic Analysis of Decision in Computer Chess
The basis of the method proposed in this article is the idea that information
is one of the most important factors in strategic decisions, including
decisions in computer chess and other strategy games. The model proposed in
this article and the algorithm described are based on the idea of a information
theoretic basis of decision in strategy games . The model generalizes and
provides a mathematical justification for one of the most popular search
algorithms used in leading computer chess programs, the fractional ply scheme.
However, despite its success in leading computer chess applications, until now
few has been published about this method. The article creates a fundamental
basis for this method in the axioms of information theory, then derives the
principles used in programming the search and describes mathematically the form
of the coefficients. One of the most important parameters of the fractional ply
search is derived from fundamental principles. Until now this coefficient has
been usually handcrafted or determined from intuitive elements or data mining.
There is a deep, information theoretical justification for such a parameter. In
one way the method proposed is a generalization of previous methods. More
important, it shows why the fractional depth ply scheme is so powerful. It is
because the algorithm navigates along the lines where the highest information
gain is possible. A working and original implementation has been written and
tested for this algorithm and is provided in the appendix. The article is
essentially self-contained and gives proper background knowledge and
references. The assumptions are intuitive and in the direction expected and
described intuitively by great champions of chess
Genetic Algorithms for Evolving Computer Chess Programs
This paper demonstrates the use of genetic algorithms for evolving: 1) a
grandmaster-level evaluation function, and 2) a search mechanism for a chess
program, the parameter values of which are initialized randomly. The evaluation
function of the program is evolved by learning from databases of (human)
grandmaster games. At first, the organisms are evolved to mimic the behavior of
human grandmasters, and then these organisms are further improved upon by means
of coevolution. The search mechanism is evolved by learning from tactical test
suites. Our results show that the evolved program outperforms a two-time world
computer chess champion and is at par with the other leading computer chess
programs.Comment: Winner of Gold Award in 11th Annual "Humies" Awards for
Human-Competitive Results. arXiv admin note: substantial text overlap with
arXiv:1711.06840, arXiv:1711.06841, arXiv:1711.0683
Giraffe: Using Deep Reinforcement Learning to Play Chess
This report presents Giraffe, a chess engine that uses self-play to discover
all its domain-specific knowledge, with minimal hand-crafted knowledge given by
the programmer. Unlike previous attempts using machine learning only to perform
parameter-tuning on hand-crafted evaluation functions, Giraffe's learning
system also performs automatic feature extraction and pattern recognition. The
trained evaluation function performs comparably to the evaluation functions of
state-of-the-art chess engines - all of which containing thousands of lines of
carefully hand-crafted pattern recognizers, tuned over many years by both
computer chess experts and human chess masters. Giraffe is the most successful
attempt thus far at using end-to-end machine learning to play chess.Comment: MSc Dissertatio
Simulating Human Grandmasters: Evolution and Coevolution of Evaluation Functions
This paper demonstrates the use of genetic algorithms for evolving a
grandmaster-level evaluation function for a chess program. This is achieved by
combining supervised and unsupervised learning. In the supervised learning
phase the organisms are evolved to mimic the behavior of human grandmasters,
and in the unsupervised learning phase these evolved organisms are further
improved upon by means of coevolution.
While past attempts succeeded in creating a grandmaster-level program by
mimicking the behavior of existing computer chess programs, this paper presents
the first successful attempt at evolving a state-of-the-art evaluation function
by learning only from databases of games played by humans. Our results
demonstrate that the evolved program outperforms a two-time World Computer
Chess Champion.Comment: arXiv admin note: substantial text overlap with arXiv:1711.06839,
arXiv:1711.0684
Expert-Driven Genetic Algorithms for Simulating Evaluation Functions
In this paper we demonstrate how genetic algorithms can be used to reverse
engineer an evaluation function's parameters for computer chess. Our results
show that using an appropriate expert (or mentor), we can evolve a program that
is on par with top tournament-playing chess programs, outperforming a two-time
World Computer Chess Champion. This performance gain is achieved by evolving a
program that mimics the behavior of a superior expert. The resulting evaluation
function of the evolved program consists of a much smaller number of parameters
than the expert's. The extended experimental results provided in this paper
include a report of our successful participation in the 2008 World Computer
Chess Championship. In principle, our expert-driven approach could be used in a
wide range of problems for which appropriate experts are available.Comment: arXiv admin note: substantial text overlap with arXiv:1711.06839,
arXiv:1711.0684
Genetic Algorithms for Mentor-Assisted Evaluation Function Optimization
In this paper we demonstrate how genetic algorithms can be used to reverse
engineer an evaluation function's parameters for computer chess. Our results
show that using an appropriate mentor, we can evolve a program that is on par
with top tournament-playing chess programs, outperforming a two-time World
Computer Chess Champion. This performance gain is achieved by evolving a
program with a smaller number of parameters in its evaluation function to mimic
the behavior of a superior mentor which uses a more extensive evaluation
function. In principle, our mentor-assisted approach could be used in a wide
range of problems for which appropriate mentors are available.Comment: Winner of Best Paper Award in GECCO 2008. arXiv admin note:
substantial text overlap with arXiv:1711.06840, arXiv:1711.0684
A More Human Way to Play Computer Chess
This paper suggests a forward-pruning technique for computer chess that uses
'Move Tables', which are like Transposition Tables, but for moves not
positions. They use an efficient memory structure and has put the design into
the context of long and short-term memories. The long-term memory updates a
play path with weight reinforcement, while the short-term memory can be
immediately added or removed. With this, 'long branches' can play a short path,
before returning to a full search at the resulting leaf nodes. Re-using an
earlier search path allows the tree to be forward-pruned, which is known to be
dangerous, because it removes part of the search process. Additional checks are
therefore made and moves can even be re-added when the search result is
unsatisfactory. Automatic feature analysis is now central to the algorithm,
where key squares and related squares can be generated automatically and used
to guide the search process. Using this analysis, if a search result is
inferior, it can re-insert un-played moves that cover these key squares only.
On the tactical side, a type of move that the forward-pruning will fail on is
recognised and a pattern-based solution to that problem is suggested. This has
completed the theory of an earlier paper and resulted in a more human-like
approach to searching for a chess move. Tests demonstrate that the obvious
blunders associated with forward pruning are no longer present and that it can
compete at the top level with regard to playing strength
Evolutionary Search in the Space of Rules for Creation of New Two-Player Board Games
Games have always been a popular test bed for artificial intelligence
techniques. Game developers are always in constant search for techniques that
can automatically create computer games minimizing the developer's task. In
this work we present an evolutionary strategy based solution towards the
automatic generation of two player board games. To guide the evolutionary
process towards games, which are entertaining, we propose a set of metrics.
These metrics are based upon different theories of entertainment in computer
games. This work also compares the entertainment value of the evolved games
with the existing popular board based games. Further to verify the
entertainment value of the evolved games with the entertainment value of the
human user a human user survey is conducted. In addition to the user survey we
check the learnability of the evolved games using an artificial neural network
based controller. The proposed metrics and the evolutionary process can be
employed for generating new and entertaining board games, provided an initial
search space is given to the evolutionary algorithm
Deep Pepper: Expert Iteration based Chess agent in the Reinforcement Learning Setting
An almost-perfect chess playing agent has been a long standing challenge in
the field of Artificial Intelligence. Some of the recent advances demonstrate
we are approaching that goal. In this project, we provide methods for faster
training of self-play style algorithms, mathematical details of the algorithm
used, various potential future directions, and discuss most of the relevant
work in the area of computer chess. Deep Pepper uses embedded knowledge to
accelerate the training of the chess engine over a "tabula rasa" system such as
Alpha Zero. We also release our code to promote further research.Comment: Tabula Rasa, Chess engine, Learning Fast and Slow, Reinforcement
Learning, Alpha Zer
Information and Search in Computer Chess
The article describes a model of chess based on information theory. A
mathematical model of the partial depth scheme is outlined and a formula for
the partial depth added for each ply is calculated from the principles of the
model. An implementation of alpha-beta with partial depth is given. The method
is tested using an experimental strategy having as objective to show the effect
of allocation of a higher amount of search resources on areas of the search
tree with higher information. The search proceeds in the direction of lines
with higher information gain. The effects on search performance of allocating
higher search resources on lines with higher information gain are tested
experimentaly and conclusive results are obtained. In order to isolate the
effects of the partial depth scheme no other heuristic is used
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