Alphazero the New Chess King
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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 -
(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. -
California State University, Northridge Implementing
CALIFORNIA STATE UNIVERSITY, NORTHRIDGE IMPLEMENTING GAME-TREE SEARCHING STRATEGIES TO THE GAME OF HASAMI SHOGI A graduate project submitted in partial fulfillment of the requirements for the degree of Master of Science in Computer Science By Pallavi Gulati December 2012 The graduate project of Pallavi Gulati is approved by: ______________________________ ______________________________ Peter N Gabrovsky, Ph.D Date ______________________________ ______________________________ John J Noga, Ph.D Date ______________________________ ______________________________ Richard J Lorentz, Ph.D, Chair Date California State University, Northridge ii ACKNOWLEDGEMENTS I would like to acknowledge the guidance provided by and the immense patience of Prof. Richard Lorentz throughout this project. His continued help and advice made it possible for me to successfully complete this project. iii TABLE OF CONTENTS SIGNATURE PAGE .......................................................................................................ii ACKNOWLEDGEMENTS ........................................................................................... iii LIST OF TABLES .......................................................................................................... v LIST OF FIGURES ........................................................................................................ vi 1 INTRODUCTION.................................................................................................... 1 1.1 The Game of Hasami Shogi .............................................................................. -
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. -
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). -
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. -
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. -
Large-Scale Optimization for Evaluation Functions with Minimax Search
Journal of Artificial Intelligence Research 49 (2014) 527-568 Submitted 10/13; published 03/14 Large-Scale Optimization for Evaluation Functions with Minimax Search Kunihito Hoki [email protected] Department of Communication Engineering and Informatics The University of Electro-Communications Tomoyuki Kaneko [email protected] Department of Graphics and Computer Sciences The University of Tokyo Abstract This paper presents a new method, Minimax Tree Optimization (MMTO), to learn a heuristic evaluation function of a practical alpha-beta search program. The evaluation function may be a linear or non-linear combination of weighted features, and the weights are the parameters to be optimized. To control the search results so that the move de- cisions agree with the game records of human experts, a well-modeled objective function to be minimized is designed. Moreover, a numerical iterative method is used to find local minima of the objective function, and more than forty million parameters are adjusted by using a small number of hyper parameters. This method was applied to shogi, a major variant of chess in which the evaluation function must handle a larger state space than in chess. Experimental results show that the large-scale optimization of the evaluation function improves the playing strength of shogi programs, and the new method performs significantly better than other methods. Implementation of the new method in our shogi program Bonanza made substantial contributions to the program's first-place finish in the 2013 World Computer Shogi Championship. Additionally, we present preliminary evidence of broader applicability of our method to other two-player games such as chess. -
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 -
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). -
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. -
A General Reinforcement Learning Algorithm That Masters Chess, Shogi and Go Through Self-Play
A general reinforcement learning algorithm that masters chess, shogi and Go through self-play David Silver,1;2∗ Thomas Hubert,1∗ Julian Schrittwieser,1∗ Ioannis Antonoglou,1;2 Matthew Lai,1 Arthur Guez,1 Marc Lanctot,1 Laurent Sifre,1 Dharshan Kumaran,1;2 Thore Graepel,1;2 Timothy Lillicrap,1 Karen Simonyan,1 Demis Hassabis1 1DeepMind, 6 Pancras Square, London N1C 4AG. 2University College London, Gower Street, London WC1E 6BT. ∗These authors contributed equally to this work. Abstract The game of chess is the longest-studied domain in the history of artificial intelligence. The strongest programs are based on a combination of sophisticated search techniques, domain-specific adaptations, and handcrafted evaluation functions that have been refined by human experts over several decades. By contrast, the AlphaGo Zero program recently achieved superhuman performance in the game of Go by reinforcement learning from self- play. In this paper, we generalize this approach into a single AlphaZero algorithm that can achieve superhuman performance in many challenging games. Starting from random play and given no domain knowledge except the game rules, AlphaZero convincingly defeated a world champion program in the games of chess and shogi (Japanese chess) as well as Go. The study of computer chess is as old as computer science itself. Charles Babbage, Alan Turing, Claude Shannon, and John von Neumann devised hardware, algorithms and theory to analyse and play the game of chess. Chess subsequently became a grand challenge task for a generation of artificial intelligence researchers, culminating in high-performance computer chess programs that play at a super-human level (1,2).