Mémoire De Master

Total Page:16

File Type:pdf, Size:1020Kb

Mémoire De Master République Algérienne Démocratique et Populaire Ministère de l'Enseignement Supérieur et de la Recherche Scientifique Université Mouloud Mammeri de Tizi-Ouzou Faculté de : Génie électrique et d'informatique Département : Informatique Mémoire de fin d’études En vue de l’obtention du diplôme de Master en Informatique Spécialité : Systèmes Informatiques Réalisé et présenté par : MEHALLI Nassim Sujet : Mise en œuvre de l’apprentissage automatique pour l’évaluation des positions échiquéennes Proposé et dirigé par : SADI Samy Soutenu le 11 juillet 2019 devant le jury composé de: Mr. RAMDANI Mohammed Président du Jury Mlle. YASLI Yasmine Membre du Jury Mr. SADI Samy Directeur de mémoire Dédicaces Je dédie ce travail à mes chers parents qui ne cessent de me donner l’amour nécessaire pour que je puisse arriver à ce que je suis aujourd’hui. Que dieux vous protège et que la réussite soit toujours à ma portée pour que je puisse vous combler de bonheur et d’argent le jour où je serai milliardaire. Je dédie aussi ce modèste travail À mes chers oncles Omar et Mahdi À mon frère et ma sœur À Mima ma meilleure À Sousou et mon meilleur ami Mamed À Racim et Milou À Ine Boula3rass À Smail Remerciements Je remercie Allah de m’avoir donné le courage et la force afin d’accomplir ce modeste projet. Je remercie mon encadreur, monsieur Sadi, pour tout ce qu’il m’a appris dans le monde de l’intelligence artificielle ainsi que toutes ses remarques pertinentes. Je remercie l'ensemble des membres du jury, qui m'ont fait l'honneur de bien vouloir étudier avec attention mon travail. Je remercie Jason Brownlee pour ses conseils, une personne formidable qui m’a beaucoup appris à travers son expérience dans le domaine. Résumé Ce mémoire s'inscrit dans le cadre de l’application de l’apprentissage automatique dans l’évaluation des positions échiquéennes. Nous avons implémenté les algorithmes et les heuristiques les plus utilisées dans la plupart des moteurs d’échecs. Aussi, nous avons mis en pratique une évaluation de positions échiquéennes dotée d’apprentissage automatique. Ainsi, nous avons conçu quatre modèles basés sur les réseaux de neurones artificiels sélectionnés pour leurs performances lors de la phase d’entrainement. Enfin, nous avons testé la qualité de ces modèles en réalisant un championnat entre les modèles lors duquel nous avons eu de bons résultats. L’un des succès est la distinction du moteur utilisant une évaluation à l’aide du modèle RNA1 et qui a confirmé ses statistiques lors de l’entrainement. Mots clés: jeux d’échecs, évaluation, intelligence artificielle, programme, informatique, apprentissage automatique, apprentissage profond Abstract This thesis is part of the application of machine learning to the evaluation of chess positions. We have implemented the most algorithms and heuristics always used in chess engines. In addition, we designed four models based on artificial neural networks selected for their performance during the training phase. Finally, we tested the quality of these models by realizing a championship between the models during which we had good results. One of the successes is the distinction of the engine which used an evaluation using the model RNA1 and which confirmed its statistics during the training phase. Key-words: chess, evaluation, artificial intelligence, program, informatics, machine learning, deep learning… Table des matières INTRODUCTION GENERALE ................................................................................................................ 18 1 CONTEXTE DU TRAVAIL.................................................................................................................... 19 2 PROBLEMATIQUE .............................................................................................................................. 19 3 CONTRIBUTION ................................................................................................................................. 20 4 ORGANISATION DU MEMOIRE ........................................................................................................... 20 CHAPITRE 1: LES JEUX D’ECHECS EN INFORMATIQUE............................................................. 22 1 INTRODUCTION ................................................................................................................................. 23 2 HISTORIQUE DES JEUX D’ECHECS EN INFORMATIQUE ....................................................................... 23 3 LE JEU D’ECHECS SELON THEORIE DES JEUX ..................................................................................... 24 3.1 Définition de la théorie des jeux .................................................................................................. 24 3.1.1 Classification ............................................................................................................................................. 24 3.1.2 La résolution du jeu d’échecs................................................................................................................... 25 4 APERÇU DES REGLES DE LA VARIANTE CLASSIQUE DES ECHECS ....................................................... 25 5 NOTATION ET REPRESENTATION D’UNE PARTIE AUX JEUX D’ECHECS ............................................... 26 5.1 Localisation des cases ................................................................................................................. 26 5.2 Notation des coups ...................................................................................................................... 26 5.2.1 Notations Algébrique Standard ................................................................................................................ 27 5.3 Représentation des positions ....................................................................................................... 27 5.3.1 La notation de Forsyth – Edwards ........................................................................................................... 27 5.3.2 Représentation par des listes de positions ............................................................................................... 28 5.3.3 Représentation par tableau ....................................................................................................................... 28 5.3.4 Méthodede 0x88 ....................................................................................................................................... 29 5.3.5 Représentation par Bitboard..................................................................................................................... 30 5.3.6 La représentation de Huffman ................................................................................................................ 31 5.4 Représentation de parties ............................................................................................................ 31 6 AU CŒUR D’UN PROGRAMME DE JEUX D’ECHECS ............................................................................. 32 6.1 Fonction de génération de coups ................................................................................................ 32 6.1.1 Types de générateur .................................................................................................................................. 32 6.1.2 Génération de coups pour les pièces simples .......................................................................................... 33 6.1.3 Génération de coups pour les coups spéciaux......................................................................................... 33 6.1.4 Génération des coups pour les pièces glissantes ..................................................................................... 34 6.2 Fonction de recherche ................................................................................................................. 35 6.2.1 Algorithme de Monte-Carlo ..................................................................................................................... 35 6.2.2 Algorithme Minimax ................................................................................................................................ 35 6.2.3 Algorithme Alpha-Beta ............................................................................................................................ 36 6.2.4 Optimisation de la recherche.................................................................................................................... 36 6.3 Fonction d’évaluation statique .................................................................................................... 40 Table des matières 7 L’AVENIR DES JEUX D’ECHECS EN INFORMATIQUE ........................................................................... 41 8 CONCLUSION .................................................................................................................................... 42 CHAPITRE 2: APPRENTISSAGE AUTOMATIQUE ........................................................................... 44 1 INTRODUCTION ................................................................................................................................. 45 2 GENERALITES SUR L’APPRENTISSAGE AUTOMATIQUE ...................................................................... 45 2.1 Origines ....................................................................................................................................... 45 2.2 Définition....................................................................................................................................
Recommended publications
  • Game Changer
    Matthew Sadler and Natasha Regan Game Changer AlphaZero’s Groundbreaking Chess Strategies and the Promise of AI New In Chess 2019 Contents Explanation of symbols 6 Foreword by Garry Kasparov �������������������������������������������������������������������������������� 7 Introduction by Demis Hassabis 11 Preface 16 Introduction ������������������������������������������������������������������������������������������������������������ 19 Part I AlphaZero’s history . 23 Chapter 1 A quick tour of computer chess competition 24 Chapter 2 ZeroZeroZero ������������������������������������������������������������������������������ 33 Chapter 3 Demis Hassabis, DeepMind and AI 54 Part II Inside the box . 67 Chapter 4 How AlphaZero thinks 68 Chapter 5 AlphaZero’s style – meeting in the middle 87 Part III Themes in AlphaZero’s play . 131 Chapter 6 Introduction to our selected AlphaZero themes 132 Chapter 7 Piece mobility: outposts 137 Chapter 8 Piece mobility: activity 168 Chapter 9 Attacking the king: the march of the rook’s pawn 208 Chapter 10 Attacking the king: colour complexes 235 Chapter 11 Attacking the king: sacrifices for time, space and damage 276 Chapter 12 Attacking the king: opposite-side castling 299 Chapter 13 Attacking the king: defence 321 Part IV AlphaZero’s
    [Show full text]
  • (2021), 2814-2819 Research Article Can Chess Ever Be Solved Na
    Turkish Journal of Computer and Mathematics Education Vol.12 No.2 (2021), 2814-2819 Research Article Can Chess Ever Be Solved Naveen Kumar1, Bhayaa Sharma2 1,2Department of Mathematics, University Institute of Sciences, Chandigarh University, Gharuan, Mohali, Punjab-140413, India [email protected], [email protected] Article History: Received: 11 January 2021; Accepted: 27 February 2021; Published online: 5 April 2021 Abstract: Data Science and Artificial Intelligence have been all over the world lately,in almost every possible field be it finance,education,entertainment,healthcare,astronomy, astrology, and many more sports is no exception. With so much data, statistics, and analysis available in this particular field, when everything is being recorded it has become easier for team selectors, broadcasters, audience, sponsors, most importantly for players themselves to prepare against various opponents. Even the analysis has improved over the period of time with the evolvement of AI, not only analysis one can even predict the things with the insights available. This is not even restricted to this,nowadays players are trained in such a manner that they are capable of taking the most feasible and rational decisions in any given situation. Chess is one of those sports that depend on calculations, algorithms, analysis, decisions etc. Being said that whenever the analysis is involved, we have always improvised on the techniques. Algorithms are somethingwhich can be solved with the help of various software, does that imply that chess can be fully solved,in simple words does that mean that if both the players play the best moves respectively then the game must end in a draw or does that mean that white wins having the first move advantage.
    [Show full text]
  • The 17Th Top Chess Engine Championship: TCEC17
    The 17th Top Chess Engine Championship: TCEC17 Guy Haworth1 and Nelson Hernandez Reading, UK and Maryland, USA TCEC Season 17 started on January 1st, 2020 with a radically new structure: classic ‘CPU’ engines with ‘Shannon AB’ ancestry and ‘GPU, neural network’ engines had their separate parallel routes to an enlarged Premier Division and the Superfinal. Figs. 1 and 3 and Table 1 provide the logos and details on the field of 40 engines. L1 L2{ QL Fig. 1. The logos for the engines originally in the Qualification League and Leagues 1 and 2. Through the generous sponsorship of ‘noobpwnftw’, TCEC benefitted from a significant platform upgrade. On the CPU side, 4x Intel (2016) Xeon 4xE5-4669v4 processors enabled 176 threads rather than the previous 43 and the Syzygy ‘EGT’ endgame tables were promoted from SSD to 1TB RAM. The previous Windows Server 2012 R2 operating system was replaced by CentOS Linux release 7.7.1908 (Core) as the latter eased the administrators’ tasks and enabled more nodes/sec in the engine- searches. The move to Linux challenged a number of engine authors who we hope will be back in TCEC18. 1 Corresponding author: [email protected] Table 1. The TCEC17 engines (CPW, 2020). Engine Initial CPU proto- Hash # EGTs Authors Final Tier ab Name Version Elo Tier thr. col Kb 01 AS AllieStein v0.5_timefix-n14.0 3936 P ? uci — Syz. Adam Treat and Mark Jordan → P 02 An Andscacs 0.95123 3750 1 176 uci 8,192 — Daniel José Queraltó → 1 03 Ar Arasan 22.0_f928f5c 3728 1 176 uci 16,384 Syz.
    [Show full text]
  • The 19Th Top Chess Engine Championship: TCEC19
    The 19th Top Chess Engine Championship: TCEC19 Guy Haworth1 and Nelson Hernandez Reading, UK and Maryland, USA After some intriguing bonus matches in TCEC Season 18, the TCEC Season 19 Championship started on August 6th, 2020 (Haworth and Hernandez, 2020a/b; TCEC, 2020a/b). The league structure was unaltered except that the Qualification League was extended to 12 engines at the last moment. There were two promotions and demotions throughout. A key question was whether or not the much discussed NNUE, easily updated neural network, technology (Cong, 2020) would make an appearance as part of a new STOCKFISH version. This would, after all, be a radical change to the architecture of the most successful TCEC Grand Champion of all. L2 L3 QL{ Fig. 1. The logos for the engines originally in the Qualification League and in Leagues 3 and 2. The platform for the ‘Shannon AB’ engines was as for TCEC18, courtesy of ‘noobpwnftw’, the major sponsor, four Intel (2016) Xeon E5-4669v4 processors: LINUX, 88 cores, 176 process threads and 128GiB of RAM with the sub-7-man Syzygy ‘EGT’ endgame tables in their own 1TB RAM. The TCEC GPU server was a 2.5GHz Intel Xeon Platinum 8163 CPU providing 32 threads, 48GiB of RAM and four Nvidia (2019) V100 GPUs. It is not clear how many CPU threads each NN-engine used. The ‘EGT’ platform was less than on the CPU side: 500 GB of SSD fronted by a 128GiB RAM buffer. 1 Corresponding author: [email protected] Table 1. The TCEC19 engines (CPW, 2020).
    [Show full text]
  • Nieuwsbrief Schaakacademie Apeldoorn 93 – 7 Februari 2019
    Nieuwsbrief Schaakacademie Apeldoorn 93 – 7 februari 2019 De nieuwsbrief bevat berichten over Schaakacademie Apeldoorn en divers schaaknieuws. Redactie: Karel van Delft. Nieuwsbrieven staan op www.schaakacademieapeldoorn.nl. Mail [email protected] voor contact, nieuwstips alsook aan- en afmelden voor de nieuwsbrief. IM Max Warmerdam (rechts) winnaar toptienkamp Tata. Naast hem IM Robby Kevlishvili en IM Thomas Beerdsen. Inhoud - 93e nieuwsbrief Schaakacademie Apeldoorn - Les- en trainingsaanbod Schaakacademie Apeldoorn - Schaakschool Het Bolwerk: onthouden met je lichaam - Schoolschaaklessen: proeflessen op diverse scholen - Apeldoornse scholencompetitie met IM’s Beerdsen en Van Delft als wedstrijdleider - Gratis download boekje ‘Ik leer schaken’ - ABKS organisatie verwacht 45 teams - Schaakles senioren in het Bolwerk: uitleg gameviewer Chessbase - Max Warmerdam wint toptienkamp Tata Steel Chess Tournament - Gratis publiciteit schaken - Scholen presenteren zich via site Jeugdschaak - Leela Chess Zero wint 2e TCEC Cup - Kunnen schakende computers ook leren? - Quote Isaac Newton: Een goede vraag is het halve antwoord - Divers nieuws - Trainingsmateriaal - Kalender en sites 93e nieuwsbrief Schaakacademie Apeldoorn Deze gratis nieuwsbrief bevat berichten over Schaakacademie Apeldoorn, Apeldoorns schaaknieuws en divers schaaknieuws. Nieuws van buiten Apeldoorn betreft vooral schaakeducatieve en psychologische onderwerpen. De nieuwsbrieven staan op www.schaakacademieapeldoorn.nl. Wie zich aanmeldt als abonnee (via [email protected]) krijgt mails met een link naar de meest recente nieuwsbrief. Diverse lezers leverden een bijdrage aan deze nieuwsbrief. Tips en bijdragen zijn welkom. Er zijn nu 340 e-mail abonnees en enkele duizenden contacten via social media. Een link staat in de Facebook groep Schaakpsychologie (513 leden) en op de FB pagina van Schaakacademie Apeldoorn. Ook delen clubs (Schaakstad Apeldoorn) en schakers de link naar de nieuwsbrieven op hun site en via social media.
    [Show full text]
  • New Architectures in Computer Chess Ii New Architectures in Computer Chess
    New Architectures in Computer Chess ii New Architectures in Computer Chess PROEFSCHRIFT ter verkrijging van de graad van doctor aan de Universiteit van Tilburg, op gezag van de rector magnificus, prof. dr. Ph. Eijlander, in het openbaar te verdedigen ten overstaan van een door het college voor promoties aangewezen commissie in de aula van de Universiteit op woensdag 17 juni 2009 om 10.15 uur door Fritz Max Heinrich Reul geboren op 30 september 1977 te Hanau, Duitsland Promotor: Prof. dr. H.J.vandenHerik Copromotor: Dr. ir. J.W.H.M. Uiterwijk Promotiecommissie: Prof. dr. A.P.J. van den Bosch Prof. dr. A. de Bruin Prof. dr. H.C. Bunt Prof. dr. A.J. van Zanten Dr. U. Lorenz Dr. A. Plaat Dissertation Series No. 2009-16 The research reported in this thesis has been carried out under the auspices of SIKS, the Dutch Research School for Information and Knowledge Systems. ISBN 9789490122249 Printed by Gildeprint © 2009 Fritz M.H. Reul All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronically, mechanically, photocopying, recording or otherwise, without prior permission of the author. Preface About five years ago I completed my diploma project about computer chess at the University of Applied Sciences in Friedberg, Germany. Immediately after- wards I continued in 2004 with the R&D of my computer-chess engine Loop. In 2005 I started my Ph.D. project ”New Architectures in Computer Chess” at the Maastricht University. In the first year of my R&D I concentrated on the redesign of a computer-chess architecture for 32-bit computer environments.
    [Show full text]
  • A Chess Engine
    A Chess Engine Paul Dailly Dominik Gotojuch Neil Henning Keir Lawson Alec Macdonald Tamerlan Tajaddinov University of Glasgow Department of Computing Science Sir Alwyn Williams Building Lilybank Gardens Glasgow G12 8QQ March 18, 2008 Abstract Though many computer chess engines are available, the number of engines using object orientated approaches to the problem is minimal. This report documents an implementation of an object oriented chess engine. Traditionally, in order to gain the advantage of speed, the C language is used for implementation, however, being an older language, it lacks many modern language features. The chess engine documented within this report uses the modern Java language, providing features such as reflection and generics that are used extensively, allowing for complex but understandable code. Also of interest are the various depth first search algorithms used to produce a fast game, and the numerous functions for evaluating different characteristics of the board. These two fundamental components, the evaluator and the analyser, combine to produce a fast and relatively skillful chess engine. We discuss both the design and implementation of the engine, along with details of other approaches that could be taken, and in what manner the engine could be expanded. We conclude by examining the engine empirically, and from this evaluation, reflecting on the advantages and disadvantages of our chosen approach. Education Use Consent We hereby give our permission for this project to be shown to other University of Glasgow students and to be distributed in an electronic format. Please note that you are under no obligation to sign this declaration, but doing so would help future students.
    [Show full text]
  • Chess Mag - 21 6 10 19/05/2020 13:11 Page 3
    01-01 Cover_Layout 1 19/05/2020 14:27 Page 1 03-03 Contents_Chess mag - 21_6_10 19/05/2020 13:11 Page 3 Chess Contents Founding Editor: B.H. Wood, OBE. M.Sc † Executive Editor: Malcolm Pein Editorial....................................................................................................................4 Editors: Richard Palliser, Matt Read Malcolm Pein on the latest developments in the game Associate Editor: John Saunders Subscriptions Manager: Paul Harrington Chess Tops the Bill...............................................................................................8 Twitter: @CHESS_Magazine The Magnus Carlsen Invitational was timely - and proved a hit Twitter: @TelegraphChess - Malcolm Pein Website: www.chess.co.uk The End of an Era ..............................................................................................12 Glenn Flear reports from the World Senior Team Championship Subscription Rates: United Kingdom Candidates Chaos .............................................................................................18 1 year (12 issues) £49.95 There wasn’t just chaos at the halfway point, but on the board too 2 year (24 issues) £89.95 3 year (36 issues) £125 2700 or Bust?....................................................................................................24 Danny Gormally test runs David Howell’s new Ginger GM course Europe 1 year (12 issues) £60 How Good is Your Chess?..............................................................................26 2 year (24 issues) £112.50 Daniel King
    [Show full text]
  • Sustavi Otvorenog Koda Za Igranje Šaha
    Sustavi otvorenog koda za igranje šaha Kovač, Hrvoje Master's thesis / Diplomski rad 2018 Degree Grantor / Ustanova koja je dodijelila akademski / stručni stupanj: University of Zagreb, Faculty of Science / Sveučilište u Zagrebu, Prirodoslovno-matematički fakultet Permanent link / Trajna poveznica: https://urn.nsk.hr/urn:nbn:hr:217:000991 Rights / Prava: In copyright Download date / Datum preuzimanja: 2021-09-25 Repository / Repozitorij: Repository of Faculty of Science - University of Zagreb SVEUCILIˇ STEˇ U ZAGREBU PRIRODOSLOVNO–MATEMATICKIˇ FAKULTET MATEMATICKIˇ ODSJEK Hrvoje Kovacˇ SUSTAVI OTVORENOG KODA ZA IGRANJE SAHAˇ Diplomski rad Voditelj rada: prof.dr.sc. Luka Grubisiˇ c´ Zagreb, srpanj, 2018. Ovaj diplomski rad obranjen je dana pred ispitnim povjerenstvom u sastavu: 1. , predsjednik 2. , clanˇ 3. , clanˇ Povjerenstvo je rad ocijenilo ocjenom . Potpisi clanovaˇ povjerenstva: 1. 2. 3. Poˇstovani profesore Grubiˇsi´c,puno Vam hvala na pomo´cii pruˇzenojpotpori pri izradi ovog rada. Takoder, ˇzeliobih se zahvaliti svim prijateljima i kolegama, a posebno MNI-ovcima (ukljuˇcuju´cii profesore), uz koje su dvije godine diplomskog studija proletjele. Na kraju, najve´cehvala mojoj djevojci, roditeljima, bratu i ostatku obitelji na pruˇzenoj podrˇscii strpljenju. Sadrzajˇ Sadrzajˇ iv Uvod 1 1 Opcenito´ o racunalnomˇ sahuˇ 2 2 Osnovne komponente sahovskogˇ racunalaˇ 9 2.1 Reprezentacija ploceˇ i figura . 9 2.2 Generiranje poteza . 11 2.3 Evaluacijska funkcija . 12 2.4 Pretrazivanjeˇ . 14 2.5 Vlastiti program . 19 3 Automatizacija u modernim sustavima za igranje sahaˇ 24 3.1 Automatizirano podesavanjeˇ parametara evaluacijske funkcije . 24 3.2 Strojno ucenjeˇ i njegove primjene u racunalnomˇ sahuˇ . 27 Bibliografija 35 iv Uvod Konstrukcija programa koji ce´ igrati sahˇ na racionalan nacinˇ bila je izazov za pionire umjetne inteligencije pedesetih godina proslogˇ stoljeca.´ Napretkom tehnologije racunalniˇ programi za igranje sahaˇ postajali su sve jaciˇ i krajem proslogˇ stoljeca´ sahovskoˇ racunaloˇ Deep Blue pobijedilo je u mecuˇ svjetskog prvaka Garija Kasparova.
    [Show full text]
  • The TCEC Cup 4 Report
    TCEC Cup 4 Article Accepted Version The TCEC Cup 4 report Haworth, G. and Hernandez, N. (2020) TCEC Cup 4. ICGA Journal, 41 (4). pp. 259-263. ISSN 1389-6911 doi: https://doi.org/10.3233/ICG-190124 Available at http://centaur.reading.ac.uk/86831/ It is advisable to refer to the publisher’s version if you intend to cite from the work. See Guidance on citing . Published version at: https://content.iospress.com/articles/icga-journal/icg190124 To link to this article DOI: http://dx.doi.org/10.3233/ICG-190124 Publisher: The International Computer Games Association All outputs in CentAUR are protected by Intellectual Property Rights law, including copyright law. Copyright and IPR is retained by the creators or other copyright holders. Terms and conditions for use of this material are defined in the End User Agreement . www.reading.ac.uk/centaur CentAUR Central Archive at the University of Reading Reading’s research outputs online TCEC Cup 4 Guy Haworth and Nelson Hernandez1 Reading, UK and Maryland, USA The TCEC Cup knockout event was this time held after the host TCEC 16 league event finished rather than before the Superfinal (Haworth and Hernandez, 2019a, 2019b). TCEC Cup 4 began on October 16th 2019, in synchrony with the knockout phase of the Rugby World Cup. Some authors moved away from their TCEC16 engine versions as noted in Tables 1-5. It is not always possible to decrypt version numbers to understand whether the move is forwards, backwards or sideways. Nevertheless, TCEC clearly encourages active development in the engine shed (CPW, 2019).
    [Show full text]
  • Exploring Modern Chess Engine Architectures
    Vrije Universiteit Amsterdam Bachelor Thesis Exploring modern chess engine architectures Author: Pieter Bijl (2647306) Author: Anh Phi Tiet (2638026) 1st supervisor: Prof. Dr. W.J. Fokkink 2nd reader: Prof. Dr. ir. H.E. Bal A thesis submitted in fulfillment of the requirements for the VU Bachelor of Science degree in Computer Science July 5, 2021 CONTENTS I Introduction 3 II Basics of chess engine architecture 3 II-A Board representation . .3 II-B Move generation . .6 II-C Search . .9 II-D Evaluation . 12 III Methodology 17 IV Results 18 IV-A Results . 18 IV-B Result analysis . 19 V Conclusion 20 VI Discussion 20 References 23 Appendix 23 2 Abstract—The game of chess is over 1000 years old and is move generator is often the limiting factor, and in a regular still not optimally played in the 21st century. This thesis aims to alpha beta style search. The first research question here is explore the technical history of chess computing over the last 40 as follows: Which approach to board representation is the years. Various techniques that have been employed throughout that time are implemented and tested to determine their perfor- fastest for move generation, which suits a full general purpose mance differences. Similarly, classical evaluation functions that chess engine, and in which subroutines of the engine is the attempt to score a position based on handcrafted, human-like choice of board representation most critical? We hypothesize chess features are broken down and their parameters tuned. that magic and PEXT bitboards will beat the others in both In conclusion, implementations of both array centric board scenarios, where PEXT bitboards perform slightly better.
    [Show full text]
  • The Superstar Effect: Evidence from Chess
    The Queen’s Gambit: Explaining the Superstar Effect Using Evidence from Chess * Eren Bilen† Alexander Matros‡ September 24, 2021 Abstract. Superstars exist in classrooms and workplaces. Superstars can either intimidate others by making their peers put in less effort, or they can encourage others by inspiring everybody to “step up” their game. In this study, we analyze direct and indirect effects of a superstar on their peers using evidence from chess. We find that the direct superstar effect is always negative. The indirect superstar effect depends on the intensity of the superstar: if the skill gap between the superstar and the rest is small (large), there is a positive (negative) peer effect. JEL classification: M52, J3, J44, D3 Keywords: superstar, tournament, effort, chess *We would like to thank seminar participants at Dickinson College, Laboratory Innovation Science at Harvard, Lan- caster University, Murray State University, Sabanci University, Southern Illinois University Edwardsville, University of Nebraska Omaha, and University of South Carolina, as well as, participants in the 6th Contests Theory and Evidence conference at the University of East Anglia and the 90th Southern Economic Association Meeting for their questions and suggestions. We thank the Darla Moore School of Business Research Grant Program for the financial support. †Department of Data Analytics, Dickinson College, Carlisle, PA 17013. Email: [email protected] ‡Department of Economics, University of South Carolina, Columbia, SC, 29208. Email: alexan- [email protected] and Department of Economics, Lancaster University, Lancaster, LA1 4YX, United Kingdom. Email: [email protected] 1. Introduction "When you play against Bobby [Fischer], it is not a question of whether you win or lose.
    [Show full text]