Development (cont`d)
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Transcript Development (cont`d)
The Implementation of Artificial
Intelligence and Temporal
Difference Learning Algorithms in
a Computerized Chess
Programme
By James Mannion
Computer Systems Lab 08-09
Period 3
Abstract
Searching through large sets of data
Complex, vast domains
Heuristic searches
Chess
Evaluation Function
Machine Learning
Introduction
Simple domains, simple heuristics
The domain of chess
Deep Blue – brute force
Looking at 30^6 moves before making the first
Supercomputer
Too many calculations
Not efficient
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
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?
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
Development
Python
Stage 1: Text based chess game
Two humans input their moves
Illegal moves not allowed
Development (cont’d)
Development (cont’d)
Development (cont’d)
Development (cont’d)
•
Stage 2: Introduce a computer player
•
2-3 ply
•
Evaluation function will start out such that
choices are based on a simple piecedifferential where each piece is waited equally
Development (cont’d)
Stage 3: Learning
Temporal Difference Learning
Weight adjustment:
w_i < − − w_i + a((n_ic − n_ip)/(n_ic))
Heuristic function:
h = c_1(p_1) + c_2(p_2) + c_3(p_3) +
c_4(p_4) + c_5(p_5)
Piece values:
p-i = Sum(w_i) – Sum(b_i) over i
Testing
Learning vs No Learning
Two equal, piece-differential 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.
Data
Data (cont'd)
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 TemporalDifference Learning for Multi-Agent
Bargaining.” 2007