A General Reinforcement Learning Algorithm That Masters Chess, Shogi and Go Through Self-Play
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Elements of DSAI: Game Tree Search, Learning Architectures
Introduction Games Game Search Evaluation Fns AlphaGo/Zero Summary Quiz References Elements of DSAI AlphaGo Part 2: Game Tree Search, Learning Architectures Search & Learn: A Recipe for AI Action Decisions J¨orgHoffmann Winter Term 2019/20 Hoffmann Elements of DSAI Game Tree Search, Learning Architectures 1/49 Introduction Games Game Search Evaluation Fns AlphaGo/Zero Summary Quiz References Competitive Agents? Quote AI Introduction: \Single agent vs. multi-agent: One agent or several? Competitive or collaborative?" ! Single agent! Several koalas, several gorillas trying to beat these up. BUT there is only a single acting entity { one player decides which moves to take (who gets into the boat). Hoffmann Elements of DSAI Game Tree Search, Learning Architectures 3/49 Introduction Games Game Search Evaluation Fns AlphaGo/Zero Summary Quiz References Competitive Agents! Quote AI Introduction: \Single agent vs. multi-agent: One agent or several? Competitive or collaborative?" ! Multi-agent competitive! TWO players deciding which moves to take. Conflicting interests. Hoffmann Elements of DSAI Game Tree Search, Learning Architectures 4/49 Introduction Games Game Search Evaluation Fns AlphaGo/Zero Summary Quiz References Agenda: Game Search, AlphaGo Architecture Games: What is that? ! Game categories, game solutions. Game Search: How to solve a game? ! Searching the game tree. Evaluation Functions: How to evaluate a game position? ! Heuristic functions for games. AlphaGo: How does it work? ! Overview of AlphaGo architecture, and changes in Alpha(Go) Zero. Hoffmann Elements of DSAI Game Tree Search, Learning Architectures 5/49 Introduction Games Game Search Evaluation Fns AlphaGo/Zero Summary Quiz References Positioning in the DSAI Phase Model Hoffmann Elements of DSAI Game Tree Search, Learning Architectures 6/49 Introduction Games Game Search Evaluation Fns AlphaGo/Zero Summary Quiz References Which Games? ! No chance element. -
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 -
White Knight Review Chess E-Magazine January/February - 2012 Table of Contents
Chess E-Magazine Interactive E-Magazine Volume 3 • Issue 1 January/February 2012 Chess Gambits Chess Gambits The Immortal Game Canada and Chess Anderssen- Vs. -Kieseritzky Bill Wall’s Top 10 Chess software programs C Seraphim Press White Knight Review Chess E-Magazine January/February - 2012 Table of Contents Editorial~ “My Move” 4 contents Feature~ Chess and Canada 5 Article~ Bill Wall’s Top 10 Software Programs 9 INTERACTIVE CONTENT ________________ Feature~ The Incomparable Kasparov 10 • Click on title in Table of Contents Article~ Chess Variants 17 to move directly to Unorthodox Chess Variations page. • Click on “White Feature~ Proof Games 21 Knight Review” on the top of each page to return to ARTICLE~ The Immortal Game 22 Table of Contents. Anderssen Vrs. Kieseritzky • Click on red type to continue to next page ARTICLE~ News Around the World 24 • Click on ads to go to their websites BOOK REVIEW~ Kasparov on Kasparov Pt. 1 25 • Click on email to Pt.One, 1973-1985 open up email program Feature~ Chess Gambits 26 • Click up URLs to go to websites. ANNOTATED GAME~ Bareev Vs. Kasparov 30 COMMENTARY~ “Ask Bill” 31 White Knight Review January/February 2012 White Knight Review January/February 2012 Feature My Move Editorial - Jerry Wall [email protected] Well it has been over a year now since we started this publication. It is not easy putting together a 32 page magazine on chess White Knight every couple of months but it certainly has been rewarding (maybe not so Review much financially but then that really never was Chess E-Magazine the goal). -
Reinforcement Learning (1) Key Concepts & Algorithms
Winter 2020 CSC 594 Topics in AI: Advanced Deep Learning 5. Deep Reinforcement Learning (1) Key Concepts & Algorithms (Most content adapted from OpenAI ‘Spinning Up’) 1 Noriko Tomuro Reinforcement Learning (RL) • Reinforcement Learning (RL) is a type of Machine Learning where an agent learns to achieve a goal by interacting with the environment -- trial and error. • RL is one of three basic machine learning paradigms, alongside supervised learning and unsupervised learning. • The purpose of RL is to learn an optimal policy that maximizes the return for the sequences of agent’s actions (i.e., optimal policy). https://en.wikipedia.org/wiki/Reinforcement_learning 2 • RL have recently enjoyed a wide variety of successes, e.g. – Robot controlling in simulation as well as in the real world Strategy games such as • AlphaGO (by Google DeepMind) • Atari games https://en.wikipedia.org/wiki/Reinforcement_learning 3 Deep Reinforcement Learning (DRL) • A policy is essentially a function, which maps the agent’s each action to the expected return or reward. Deep Reinforcement Learning (DRL) uses deep neural networks for the function (and other components). https://spinningup.openai.com/en/latest/spinningup/rl_intro.html 4 5 Some Key Concepts and Terminology 1. States and Observations – A state s is a complete description of the state of the world. For now, we can think of states belonging in the environment. – An observation o is a partial description of a state, which may omit information. – A state could be fully or partially observable to the agent. If partial, the agent forms an internal state (or state estimation). https://spinningup.openai.com/en/latest/spinningup/rl_intro.html 6 • States and Observations (cont.) – In deep RL, we almost always represent states and observations by a real-valued vector, matrix, or higher-order tensor. -
Discrete Sequential Prediction of Continu
Under review as a conference paper at ICLR 2018 DISCRETE SEQUENTIAL PREDICTION OF CONTINU- OUS ACTIONS FOR DEEP RL Anonymous authors Paper under double-blind review ABSTRACT It has long been assumed that high dimensional continuous control problems cannot be solved effectively by discretizing individual dimensions of the action space due to the exponentially large number of bins over which policies would have to be learned. In this paper, we draw inspiration from the recent success of sequence-to-sequence models for structured prediction problems to develop policies over discretized spaces. Central to this method is the realization that com- plex functions over high dimensional spaces can be modeled by neural networks that predict one dimension at a time. Specifically, we show how Q-values and policies over continuous spaces can be modeled using a next step prediction model over discretized dimensions. With this parameterization, it is possible to both leverage the compositional structure of action spaces during learning, as well as compute maxima over action spaces (approximately). On a simple example task we demonstrate empirically that our method can perform global search, which effectively gets around the local optimization issues that plague DDPG. We apply the technique to off-policy (Q-learning) methods and show that our method can achieve the state-of-the-art for off-policy methods on several continuous control tasks. 1 INTRODUCTION Reinforcement learning has long been considered as a general framework applicable to a broad range of problems. However, the approaches used to tackle discrete and continuous action spaces have been fundamentally different. In discrete domains, algorithms such as Q-learning leverage backups through Bellman equations and dynamic programming to solve problems effectively. -
OLIVAW: Mastering Othello with Neither Humans Nor a Penny Antonio Norelli, Alessandro Panconesi Dept
1 OLIVAW: Mastering Othello with neither Humans nor a Penny Antonio Norelli, Alessandro Panconesi Dept. of Computer Science, Universita` La Sapienza, Rome, Italy Abstract—We introduce OLIVAW, an AI Othello player adopt- of companies. Another aspect of the same problem is the ing the design principles of the famous AlphaGo series. The main amount of training needed. AlphaGo Zero required 4.9 million motivation behind OLIVAW was to attain exceptional competence games played during self-play. While to attain the level of in a non-trivial board game at a tiny fraction of the cost of its illustrious predecessors. In this paper, we show how the grandmaster for games like Starcraft II and Dota 2 the training AlphaGo Zero’s paradigm can be successfully applied to the required 200 years and more than 10,000 years of gameplay, popular game of Othello using only commodity hardware and respectively [7], [8]. free cloud services. While being simpler than Chess or Go, Thus one of the major problems to emerge in the wake Othello maintains a considerable search space and difficulty of these breakthroughs is whether comparable results can be in evaluating board positions. To achieve this result, OLIVAW implements some improvements inspired by recent works to attained at a much lower cost– computational and financial– accelerate the standard AlphaGo Zero learning process. The and with just commodity hardware. In this paper we take main modification implies doubling the positions collected per a small step in this direction, by showing that AlphaGo game during the training phase, by including also positions not Zero’s successful paradigm can be replicated for the game played but largely explored by the agent. -
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 .............................................................................. -
Ai12-General-Game-Playing-Pre-Handout
Introduction GDL GGP Alpha Zero Conclusion References Artificial Intelligence 12. General Game Playing One AI to Play All Games and Win Them All Jana Koehler Alvaro´ Torralba Summer Term 2019 Thanks to Dr. Peter Kissmann for slide sources Koehler and Torralba Artificial Intelligence Chapter 12: GGP 1/53 Introduction GDL GGP Alpha Zero Conclusion References Agenda 1 Introduction 2 The Game Description Language (GDL) 3 Playing General Games 4 Learning Evaluation Functions: Alpha Zero 5 Conclusion Koehler and Torralba Artificial Intelligence Chapter 12: GGP 2/53 Introduction GDL GGP Alpha Zero Conclusion References Deep Blue Versus Garry Kasparov (1997) Koehler and Torralba Artificial Intelligence Chapter 12: GGP 4/53 Introduction GDL GGP Alpha Zero Conclusion References Games That Deep Blue Can Play 1 Chess Koehler and Torralba Artificial Intelligence Chapter 12: GGP 5/53 Introduction GDL GGP Alpha Zero Conclusion References Chinook Versus Marion Tinsley (1992) Koehler and Torralba Artificial Intelligence Chapter 12: GGP 6/53 Introduction GDL GGP Alpha Zero Conclusion References Games That Chinook Can Play 1 Checkers Koehler and Torralba Artificial Intelligence Chapter 12: GGP 7/53 Introduction GDL GGP Alpha Zero Conclusion References Games That a General Game Player Can Play 1 Chess 2 Checkers 3 Chinese Checkers 4 Connect Four 5 Tic-Tac-Toe 6 ... Koehler and Torralba Artificial Intelligence Chapter 12: GGP 8/53 Introduction GDL GGP Alpha Zero Conclusion References Games That a General Game Player Can Play (Ctd.) 5 ... 18 Zhadu 6 Othello 19 Pancakes 7 Nine Men's Morris 20 Quarto 8 15-Puzzle 21 Knight's Tour 9 Nim 22 n-Queens 10 Sudoku 23 Blob Wars 11 Pentago 24 Bomberman (simplified) 12 Blocker 25 Catch a Mouse 13 Breakthrough 26 Chomp 14 Lights Out 27 Gomoku 15 Amazons 28 Hex 16 Knightazons 29 Cubicup 17 Blocksworld 30 .. -
Grid Computing for Artificial Intelligence
0 10 Grid Computing for Artificial Intelligence Yuya Dan Matsuyama University Japan 1. Introduction This chapter is concerned in grid computing for artificial intelligence systems. In general, grid computing enables us to process a huge amount of data in any fields of discipline. Scientific computing, calculation of the accurate value of π, search for Mersenne prime numbers, analysis of protein molecular structure, weather dynamics, data analysis, business data mining, simulation are examples of application for grid computing. As is well known that supercomputers have very high performance in calculation, however, it is quite expensive to use them for a long time. On the other hand, grid computing using idle resources on the Internet may be running on the reasonable cost. Shogi is a traditional game involving two players in Japan as similar as chess, which is more complicated than chess in rule of play. Figure 1 shows the set of Shogi and initial state of 40 pieces on 9 x 9 board. According to game theory, both chess and Shogi are two-person zero-sum game with perfect information. They are not only a popular game but also a target in the research of artificial intelligence. Fig. 1. Picture of Shogi set including 40 pieces ona9x9board. There are the corresponding king, rook, knight, pawn, and other pieces. Six kinds of pieces can change their role like pawns in chess when they reach the opposite territory. 202 Advances in Grid Computing The information systems for Shogi need to process astronomical combinations of possible positions to move. It is described by Dan (4) that the grid systems for Shogi is effective in reduction of computational complexity with collaboration from computational resources on the Internet. -
Monte-Carlo Tree Search As Regularized Policy Optimization
Monte-Carlo tree search as regularized policy optimization Jean-Bastien Grill * 1 Florent Altche´ * 1 Yunhao Tang * 1 2 Thomas Hubert 3 Michal Valko 1 Ioannis Antonoglou 3 Remi´ Munos 1 Abstract AlphaZero employs an alternative handcrafted heuristic to achieve super-human performance on board games (Silver The combination of Monte-Carlo tree search et al., 2016). Recent MCTS-based MuZero (Schrittwieser (MCTS) with deep reinforcement learning has et al., 2019) has also led to state-of-the-art results in the led to significant advances in artificial intelli- Atari benchmarks (Bellemare et al., 2013). gence. However, AlphaZero, the current state- of-the-art MCTS algorithm, still relies on hand- Our main contribution is connecting MCTS algorithms, crafted heuristics that are only partially under- in particular the highly-successful AlphaZero, with MPO, stood. In this paper, we show that AlphaZero’s a state-of-the-art model-free policy-optimization algo- search heuristics, along with other common ones rithm (Abdolmaleki et al., 2018). Specifically, we show that such as UCT, are an approximation to the solu- the empirical visit distribution of actions in AlphaZero’s tion of a specific regularized policy optimization search procedure approximates the solution of a regularized problem. With this insight, we propose a variant policy-optimization objective. With this insight, our second of AlphaZero which uses the exact solution to contribution a modified version of AlphaZero that comes this policy optimization problem, and show exper- significant performance gains over the original algorithm, imentally that it reliably outperforms the original especially in cases where AlphaZero has been observed to algorithm in multiple domains. -
Proposal to Encode Heterodox Chess Symbols in the UCS Source: Garth Wallace Status: Individual Contribution Date: 2016-10-25
Title: Proposal to Encode Heterodox Chess Symbols in the UCS Source: Garth Wallace Status: Individual Contribution Date: 2016-10-25 Introduction The UCS contains symbols for the game of chess in the Miscellaneous Symbols block. These are used in figurine notation, a common variation on algebraic notation in which pieces are represented in running text using the same symbols as are found in diagrams. While the symbols already encoded in Unicode are sufficient for use in the orthodox game, they are insufficient for many chess problems and variant games, which make use of extended sets. 1. Fairy chess problems The presentation of chess positions as puzzles to be solved predates the existence of the modern game, dating back to the mansūbāt composed for shatranj, the Muslim predecessor of chess. In modern chess problems, a position is provided along with a stipulation such as “white to move and mate in two”, and the solver is tasked with finding a move (called a “key”) that satisfies the stipulation regardless of a hypothetical opposing player’s moves in response. These solutions are given in the same notation as lines of play in over-the-board games: typically algebraic notation, using abbreviations for the names of pieces, or figurine algebraic notation. Problem composers have not limited themselves to the materials of the conventional game, but have experimented with different board sizes and geometries, altered rules, goals other than checkmate, and different pieces. Problems that diverge from the standard game comprise a genre called “fairy chess”. Thomas Rayner Dawson, known as the “father of fairy chess”, pop- ularized the genre in the early 20th century. -
Towards General Game-Playing Robots: Models, Architecture and Game Controller
Towards General Game-Playing Robots: Models, Architecture and Game Controller David Rajaratnam and Michael Thielscher The University of New South Wales, Sydney, NSW 2052, Australia fdaver,[email protected] Abstract. General Game Playing aims at AI systems that can understand the rules of new games and learn to play them effectively without human interven- tion. Our paper takes the first step towards general game-playing robots, which extend this capability to AI systems that play games in the real world. We develop a formal model for general games in physical environments and provide a sys- tems architecture that allows the embedding of existing general game players as the “brain” and suitable robotic systems as the “body” of a general game-playing robot. We also report on an initial robot prototype that can understand the rules of arbitrary games and learns to play them in a fixed physical game environment. 1 Introduction General game playing is the attempt to create a new generation of AI systems that can understand the rules of new games and then learn to play these games without human intervention [5]. Unlike specialised systems such as the chess program Deep Blue, a general game player cannot rely on algorithms that have been designed in advance for specific games. Rather, it requires a form of general intelligence that enables the player to autonomously adapt to new and possibly radically different problems. General game- playing systems therefore are a quintessential example of a new generation of software that end users can customise for their own specific tasks and special needs.