We have seen numerous machine learning methods tackle the game of chess over the years. However, one common element in these works is the necessity of a finely optimized look ahead algorithm. The particular interest of this research lies with creating a chess engine that is highly capable, but restricted in its look ahead depth. We train a deep neural network to serve as a static evaluation function, which is accompanied by a relatively simple look ahead algorithm. We show that our static evaluation function has encoded some semblance of look ahead knowledge, and is comparable to classical evaluation functions. The strength of our chess engine is assessed by comparing its proposed moves against those proposed by Stockfish. We show that, despite strict restrictions on look ahead depth, our engine recommends moves of equal strength in roughly $83\%$ of our sample positions.
Neural Network-based Information Set Weighting for Playing Reconnaissance Blind Chess
Institute for Application-Oriented Knowledge-Processing at the Johannes Kepler University Linz(约翰内斯·开普勒林茨大学应用导向知识处理研究所);LIT Artificial Intelligence Lab(LIT人工智能实验室);University of Alberta(阿尔伯塔大学);Alberta Machine Intelligence Institute(阿尔伯塔机器智能研究所)
We describe a preliminary investigation into learning a Chess player's style from game records. The method is based on attempting to learn features of a player's individual evaluation function using the method of temporal differences, with the aid of a conventional Chess engine architecture. Some encouraging results were obtained in learning the styles of two recent Chess world champions, and we report on our attempt to use the learnt styles to discriminate between the players from game records by trying to detect who was playing white and who was playing black. We also discuss some limitation…
IBM India Research Labs(IBM印度研究院);International Institute of Information Technology(国际信息技术学院)
Since the advent of computers, many tasks which required humans to spend a lot of time and energy have been trivialized by the computers' ability to perform repetitive tasks extremely quickly. Playing chess is one such task. It was one of the first games which was `solved' using AI. With the advent of deep learning, chess playing agents can surpass human ability with relative ease. However algorithms using deep learning must learn millions of parameters. This work looks at the game of chess through the lens of genetic algorithms. We train a genetic player from scratch using only a handful of l…
MTD(f) is a new minimax search algorithm, simpler and more efficient than previous algorithms. In tests with a number of tournament game playing programs for chess, checkers and Othello it performed better, on average, than NegaScout/PVS (the AlphaBeta variant used in practically all good chess, checkers, and Othello programs). One of the strongest chess programs of the moment, MIT's parallel chess program Cilkchess uses MTD(f) as its search algorithm, replacing NegaScout, which was used in StarSocrates, the previous version of the program.
Mila(米拉研究所);Université de Montreal(蒙特利尔大学);École Polytechnique de Montreal(蒙特利尔综合理工学院)
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 rese…
We present SentiMATE, a novel end-to-end Deep Learning model for Chess, employing Natural Language Processing that aims to learn an effective evaluation function assessing move quality. This function is pre-trained on the sentiment of commentary associated with the training moves and is used to guide and optimize the agent's game-playing decision making. The contributions of this research are three-fold: we build and put forward both a classifier which extracts commentary describing the quality of Chess moves in vast commentary datasets, and a Sentiment Analysis model trained on Chess commenta…
Crazyhouse is a chess variant that incorporates all of the classical chess rules, but allows users to drop pieces captured from the opponent as a normal move. Until 2018, all competitive computer engines for this board game made use of an alpha-beta pruning algorithm with a hand-crafted evaluation function for each position. Previous machine learning-based algorithms for just regular chess, such as NeuroChess and Giraffe, took hand-crafted evaluation features as input rather than a raw board representation. More recent projects, such as AlphaZero, reached massive success but required massive c…
Charles University(查理大学);University of Alberta(阿尔伯塔大学)
From the very dawn of the field, search with value functions was a fundamental concept of computer games research. Turing's chess algorithm from 1950 was able to think two moves ahead, and Shannon's work on chess from $1950$ includes an extensive section on evaluation functions to be used within a search. Samuel's checkers program from 1959 already combines search and value functions that are learned through self-play and bootstrapping. TD-Gammon improves upon those ideas and uses neural networks to learn those complex value functions -- only to be again used within search. The combination of …
Artificial intelligence (AI) has achieved superhuman performance in a growing number of tasks, but understanding and explaining AI remain challenging. This paper clarifies the connections between machine-learning algorithms to develop AIs and the econometrics of dynamic structural models through the case studies of three famous game AIs. Chess-playing Deep Blue is a calibrated value function, whereas shogi-playing Bonanza is an estimated value function via Rust's (1987) nested fixed-point method. AlphaGo's "supervised-learning policy network" is a deep neural network implementation of Hotz and…
Komatsu University(小松大学);University of Electro-Communications(电气通信大学)
Artificial intelligence (AI) has achieved superhuman performance in board games such as Go, chess, and Othello (Reversi). In other words, the AI system surpasses the level of a strong human expert player in such games. In this context, it is difficult for a human player to enjoy playing the games with the AI. To keep human players entertained and immersed in a game, the AI is required to dynamically balance its skill with that of the human player. To address this issue, we propose AlphaDDA, an AlphaZero-based AI with dynamic difficulty adjustment (DDA). AlphaDDA consists of a deep neural netwo…
This paper presents a new Statistical Forward Planning (SFP) method, Rolling Horizon NeuroEvolution of Augmenting Topologies (rhNEAT). Unlike traditional Rolling Horizon Evolution, where an evolutionary algorithm is in charge of evolving a sequence of actions, rhNEAT evolves weights and connections of a neural network in real-time, planning several steps ahead before returning an action to execute in the game. Different versions of the algorithm are explored in a collection of 20 GVGAI games, and compared with other SFP methods and state of the art results. Although results are overall not bet…