An FPGA-Based Processor for Shogi Mating Problems
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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. -
Shogi Yearbook 2015
Shogi Yearbook 2015 SHOGI24.COM SHOGI YEARBOOK 2015 Title match games, Challenger’s tournaments, interviews with WATANABE Akira and HIROSE Akihito, tournament reports, photos, Micro Shogi, statistics, … This yearbook is a free PDF document Shogi Yearbook 2015 Content Content Content .................................................................................................................................................... 2 Just a few words ... .................................................................................................................................. 5 64. Osho .................................................................................................................................................. 6 64. Osho league ................................................................................................................................... 6 64th Osho title match ........................................................................................................................... 9 Game 1 ............................................................................................................................................. 9 Game 2 ........................................................................................................................................... 12 Game 3 ........................................................................................................................................... 15 Game 4 .......................................................................................................................................... -
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. -
Including ACG8, ACG9, Games in AI Research, ACG10 T/M P. 18) Version: 20 June 2007
REFERENCE DATABASE 1 Updated till Vol. 29. No. 2 (including ACG8, ACG9, Games in AI Research, ACG10 t/m p. 18) Version: 20 June 2007 AAAI (1988). Proceedings of the AAAI Spring Symposium: Computer Game Playing. AAAI Press. Abramson, B. (1990). Expected-outcome: a general model of static evaluation. IEEE Transactions on Pattern Analysis and Machine Intelligence, Vol. 12, No.2, pp. 182-193. ACF (1990), American Checkers Federation. http://www.acfcheckers.com/. Adelson-Velskiy, G.M., Arlazarov, V.L., Bitman, A.R., Zhivotovsky, A.A., and Uskov, A.V. (1970). Programming a Computer to Play Chess. Russian Mathematical Surveys, Vol. 25, pp. 221-262. Adelson-Velskiy, M., Arlazarov, V.L., and Donskoy, M.V. (1975). Some Methods of Controlling the Tree Search in Chess Programs. Artificial Ingelligence, Vol. 6, No. 4, pp. 361-371. ISSN 0004-3702. Adelson-Velskiy, G.M., Arlazarov, V. and Donskoy, M. (1977). On the Structure of an Important Class of Exhaustive Problems and Methods of Search Reduction for them. Advances in Computer Chess 1 (ed. M.R.B. Clarke), pp. 1-6. Edinburgh University Press, Edinburgh. ISBN 0-85224-292-1. Adelson-Velskiy, G.M., Arlazarov, V.L. and Donskoy, M.V. (1988). Algorithms for Games. Springer-Verlag, New York, NY. ISBN 3-540-96629-3. Adleman, L. (1994). Molecular Computation of Solutions to Combinatorial Problems. Science, Vol. 266. p. 1021. American Association for the Advancement of Science, Washington. ISSN 0036-8075. Ahlswede, R. and Wegener, I. (1979). Suchprobleme. Teubner-Verlag, Stuttgart. Aichholzer, O., Aurenhammer, F., and Werner, T. (2002). Algorithmic Fun: Abalone. Technical report, Institut for Theoretical Computer Science, Graz University of Technology. -
Improving Alphazero Using Monte-Carlo Graph Search
Proceedings of the Thirty-First International Conference on Automated Planning and Scheduling (ICAPS 2021) Improving AlphaZero Using Monte-Carlo Graph Search Johannes Czech1, Patrick Korus1, Kristian Kersting1, 2, 3 1 Department of Computer Science, TU Darmstadt, Germany 2 Centre for Cognitive Science, TU Darmstadt, Germany 3 Hessian Center for Artificial Intelligence (hessian.AI), Darmstadt, Germany [email protected], [email protected], [email protected] Abstract A 8 AlphaZero The algorithm has been successfully applied in a 7 range of discrete domains, most notably board games. It uti- lizes a neural network that learns a value and policy func- 6 tion to guide the exploration in a Monte-Carlo Tree Search. Although many search improvements such as graph search 5 have been proposed for Monte-Carlo Tree Search in the past, 4 most of them refer to an older variant of the Upper Confi- dence bounds for Trees algorithm that does not use a pol- 3 icy for planning. We improve the search algorithm for Alp- 2 haZero by generalizing the search tree to a directed acyclic graph. This enables information flow across different sub- 1 trees and greatly reduces memory consumption. Along with a b c d e f g h Monte-Carlo Graph Search, we propose a number of further extensions, such as the inclusion of -greedy exploration, a B C revised terminal solver and the integration of domain knowl- edge as constraints. In our empirical evaluations, we use the e4 Nf3 e4 Nf3 CrazyAra engine on chess and crazyhouse as examples to Nc6 Nc6 show that these changes bring significant improvements to e5 Nc6 e5 Nc6 e5 e5 AlphaZero. -
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). -
Computer Shogi 2000 Through 2004
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by DSpace at Waseda University 195 Computer Shogi 2000 through 2004 Takenobu Takizawa Since the first computer shogi program was developed by the author in 1974, thirty years has passed. During that time,shogi programming has attracted both researchers and commercial programmers and playing strength has improved steadily. Currently, the best programs have a level that is comparable to that of a very strong amateur player (about 5-dan). In the near future, a good program will beat a professional player. The basic structure of strong shogi programs is similar to that of chess programs. However, the differences between chess and shogi have led to the development of some shogi-specific methods. In this paper the author will give an overview of the history of computer shogi, summarize the most successful techniques and give some ideas for future directions of research in computer shogi. 1 . Introduction Shogi, or Japanese chess, is a two-player complete information game similar to chess. As in chess, the goal of the game is to capture the opponent’s king. However, there are a number of differences be- tween chess and shogi: the shogi board is slightly bigger than the chess board (9x9 instead of 8x8), there are different pieces that are relatively weak compared to the pieces in chess (no queens, but gold generals, sil- ver generals and lances) and the number of pieces in shogi is larger (40 instead of 32). But the most important difference between chess and shogi is the possibility to re-use captured pieces. -
Computer Games Workshop 2007
Computer Games Workshop 2007 Amsterdam, June 15{17, 2007 MAIN SPONSORS Preface We are pleased to present the proceedings of the Computer Games Workshop 2007, Amsterdam, June 15{17, 2007. This workshop will be held in conjunc- tion with the 12th Computer Olympiad and the 15th World Computer-Chess Championship. Although the announcement was quite late, we were pleased to receive no less than 24 contributions. After a \light" refereeing process 22 papers were accepted. We believe that they present a nice overview of state-of-the-art research in the ¯eld of computer games. The 22 accepted papers can be categorized into ¯ve groups, according to the type of games used. Chess and Chess-like Games In this group we have included two papers on Chess, one on Kriegspiel, and three on Shogi (Japanese Chess). Matej Guid and Ivan Bratko investigate in Factors A®ecting Diminishing Returns for Searching Deeper the phenomenon of diminishing returns for addi- tional search e®ort. Using the chess programs Crafty and Rybka on a large set of grandmaster games, they show that diminishing returns depend on (a) the value of positions, (b) the quality of the evaluation function, and (c) the phase of the game and the amount of material on the board. Matej Guid, Aritz P¶erez,and Ivan Bratko in How Trustworthy is Crafty's Analysis of Chess Champions? again used Crafty in an attempt at an objective assessment of the strength of chess grandmasters of di®erent times. They show that their analysis is trustworthy, and hardly depends on the strength of the chess program used, the search depth applied, or the size of the sets of positions used. -
Report on the 13Th CSA Computer-Shogi Championship 1
Rep ort on the th CSA ComputerShogi Championship REPORT ON THE TH CSA WORLD COMPUTERSHOGI CHAMPIONSHIP Kazusa Academic Park Kisarazu Japan May Reijer Grimbergen Department of Information Science Saga University Japan INTRODUCTION Again the Kazusa Academic Park in Kisarazu was the venue for the computer shogi championships Already the th edition and denitely one of the biggest games events in the world The number of participants had dropp ed slightly to compared to last year This may b e in part b ecause of the date of this tournament which is in the middle of one of the few ma jor holidays in Japan This year my program SPEAR and the North Korean program KCC were the only foreign entries Unfortunately Je Rollason had to pass on the tournament this year as he was in the pro cess of starting up a new company and couldnt nd the time to come to Japan or even work at his program Shotest The programmers of KCC also had decided not to show up themselves this tournament and their program was op erated bytwo Japanese op erators from the company that publishes the commercial version of the KCC program This was probably a wise decision as the relations b etween Japan and North Korea are quite strained at the momentover the ab duction of Japanese citizens by North Korea in the past and the Korean nuclear program There were even fears that there might b e demonstrations at the tournamentvenue but computer shogi turned out not to b e big enough to draw the attention necessary for having an eective demonstration Or mayb e the demonstrators couldnt -
Shogi Yearbook 2014 [Wählen Sie Das Datum Aus]
Shogi Yearbook 2014 [Wählen Sie das Datum aus] SHOGI24.COM SHOGI YEARBOOK 2014 Title match games, Challenger’s tournaments, interview with Chess GM Peter Heine Nielsen, tournament reports, photos, ’Following a dream’ by Karolina Styczyńska, General Shogi, statistics, … This yearbook is a free PDF document Shogi Yearbook 2014 Content Content Content .................................................................................................................................................... 2 Just a few words ... .................................................................................................................................. 5 63. Osho .................................................................................................................................................. 6 63. Osho league ................................................................................................................................... 6 63th Osho title match ........................................................................................................................... 7 Game 1 ............................................................................................................................................. 7 Game 2 ........................................................................................................................................... 10 Game 3 .......................................................................................................................................... -
A Survey on Chess Engine Using Deep Learning Shreya B
International Journal of Future Generation Communication and Networking Vol. 13, No. 3s, (2020), pp. 1398–1406 A Survey on Chess Engine Using Deep Learning Shreya B. Ahire1, Santosh S. Kale2, Sumit U. Mali3 Department of Computer Engineering, NBNSSOE, Ambegaon, Pune, Maharashtra, India Abstract Chess games have been avantgarde in the history of artificial intelligence. Traditional chess engines such as Stock fish and Komodo have been developed using heuristics with thousands of rules handcrafted by human chess professionals. However, in recent developments, Alpha Zero adopts a completely different strategy and replaces these handmade rules with deep neural networks. In addition, the generic Algorithm used to develop Alpha Zero knows nothing beyond the basic rules of the game, but it achieved superhuman performance in chess, go and shogi games by learning from self-playing games. In addition, you can see how the chess engine evolved over time using different technology and algorithms. In addition, alpha zero is a method of generalizing the algorithm of chess, shogi (shogi), and Go. Starting with random play, I studied how not to be given domain knowledge other than game rules, and Alpha Zero became the best in chess games in a few hours of self-learning. Finally, by observing how the use of deep learning affects the performance of the chess engine and the movement of chess games played on these two engines, Alpha Zero is summarized as compared to other traditional chess engines. Keywords: Chess Engine, Deep Learning, Artificial Intelligence, Alpha Zero. I INTRODUCTION Chess is ranked among the most popular board games and everyone plays everywhere, including city parks, living rooms, schools and well-published formal competitions. -
Distributed Game Tree Search and Improvements – Match Between Hiroyuki Miura and Gpsshogi –
Parameter-Free Tree Style Pipeline in Asynchronous Parallel Game-Tree Search Shu Yokoyama1, Tomoyuki Kaneko1?, and Tetsuro Tanaka2 1 Graduate School of Arts and Sciences, The University of Tokyo 2 Information Technology Center, The University of Tokyo Abstract. Asynchronous parallel game-tree search methods are effec- tive in improving playing strength by using many computers connected through relatively slow networks. In game position parallelization, the master program manages a game-tree and distributes positions in the tree to workers. Then, each worker asynchronously searches the best move and evaluation for its assigned position. We present a new method for constructing an appropriate master tree that provides more important moves with more workers on their sub-trees to improve playing strength. Our contribution introduces two advantages: (1) being parameter free in that users do not need to tune parameters through trial and error, and (2) efficiency suitable even for short-time matches, such as one second per move. We implemented our method in chess with a top-level chess program (Stockfish) and evaluated playing strength through self-plays. We confirmed that playing strength improves with up to sixty workers. Keywords: game-tree search, distributed computing, chess, parallel search 1 Introduction Parallelization of game-tree search has been extensively studied to improve game programs' playing strength, especially in chess and its variants. Several efficient methods have been developed in hardware parallelization [2, 4], in thread-level parallelization [14], and for tightly connected computers [5, 1, 12, 18]. Recently, as grid computing has become popular, new approaches utilizing computational resources placed in different locations connected through wide- area networks have been proposed.