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The Implementation of Artificial Intelligence and Temporal Difference Learning Algorithms in a Computerized Chess Progra

By James Mannion Computer Systems Lab 08-09 Period 3. The Implementation of Artificial Intelligence and Temporal Difference Learning Algorithms in a Computerized Chess Programme. Abstract. Searching through large sets of data Complex, vast domains Heuristic searches Chess

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The Implementation of Artificial Intelligence and Temporal Difference Learning Algorithms in a Computerized Chess Progra

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  1. By James Mannion Computer Systems Lab 08-09 Period 3 The Implementation of Artificial Intelligence and Temporal Difference Learning Algorithms in a Computerized Chess Programme

  2. Abstract • Searching through large sets of data • Complex, vast domains • Heuristic searches • Chess • Evaluation Function • Machine Learning

  3. Introduction • Simple domains, simple heuristics • The domain of chess • Deep Blue – brute force • Looking at 30100 moves before making the first • Supercomputer • Too many calculations • Not efficient

  4. Introduction (cont’d) • Minimax search • Alpha-beta pruning • Only look 2-3 moves into the future • Estimate strength of position • Evaluation function • Can improve heuristic by learning

  5. Introduction (cont’d) • Seems simple, but can become quite complex. • Chess masters spend careers learning how to “evaluate” moves • Purpose: can a computer learn a good evaluation function?

  6. Background • Claude Shannon, 1950 • Brute force would take too long • Discusses evaluation function • 2-ply algorithm, but looks further into the future for moves that could lead to checkmate • Possibility of learning in distant future

  7. Background (cont’d) • D.F. Beal, M.C. Smith, 1999 • Temporal Difference learning • Program spends 20,000 games learning the evaluation function • Beats program that did not learn a function • Shows that programs can make their evaluation functions better

  8. Background (cont’d) • David E. Moriarty, Riso Miikkulainen • Evolutionary Neural Networks • Othello • Complex Strategies developed

  9. Background (cont’d) • Shiu-li Huang, Fu-ren Lin, 2007 • Temporal Difference Learning • Multi-Agent Bargaining • Bargaining, while not necessarily adversarial, is similar to chess and other games.

  10. Development • Python • Stage 1: Text based chess game • Two humans input their moves • Illegal moves not allowed

  11. Development (cont’d)

  12. Development (cont’d)

  13. Development (cont’d)

  14. Development (cont’d) • Stage 2: Introduce a computer player • 2-3 ply • Evaluation function will start out such that choices are random

  15. Development (cont’d) • Stage 3: Learning • Temporal Difference Learning • Adjusts the weights of the evaluation function slightly based on gameplay • Evaluation function updated each time a game is played

  16. Testing • Learning vs No Learning • Two equal, random computer players pitted against each other. • One will have the ability to learn • Thousands of games • Win-loss differential tracked over the length of the test • By the end, the learner should be winning significantly more games.

  17. References • Shannon, Claude. “Programming a Computer for Playing Chess.” 1950 • Beal, D.F., Smith, M.C. “Temporal Difference Learning for Heuristic Search and Game Playing.” 1999 • Moriarty, David E., Miikkulainen, Risto. “Discovering Complex Othello Strategies Through Evolutionary Neural Networks.” • Huang, Shiu-li, Lin, Fu-ren. “Using Temporal-Difference Learning for Multi-Agent Bargaining.” 2007 • Russell, Stuart, Norvig, Peter. Artificial Intelligence: A Modern Approach. Second Edition. 2003.

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