Computer Chess Club Archives


Search

Terms

Messages

Subject: A Practical, Implementable Self Learning Chess System - Here's The Plan!

Author: Graham Laight

Date: 08:06:22 10/17/00

Go up one level in this thread


The purpose of this is to build a program that can teach itself to do a good job
of evaluating chess positions, using only technology that is available today,
and can be applied on a PC which can be bought off the shelf today.

Steps to building a self learning chess machine - 1st draft:

* assemble a collection of evaluation components. There should be sufficient
eval components to be able to theoretically evaluate any position, if combined
correctly

* set up a genetic algortithm to be able to combine these components into a
single evaluation function, and to be able to vary them from game to game

* write a program that can "categorise" chess positions, and come up with a
measure of "similarity" between them

* assemble a collection of categorisation components

* set up a genetic algorithm to to be able to combine these components into a
single categorisation function, and to be able to vary them from game to game

* new categories and evaluation functions can be made by combining components
from existing evaluation functions (chosen for their "similarity"), when the
"similarity" between the new position and existing categories is sufficiently
small

* seed the system with some categories

* seed the system with a categorisation function that works

* seed the system with working eval functions suited to the categories

* ensure the system is clever enough to get to check-mate from the 1st game of
the experiment

* start the system playing against another copy of itself

* During the game, every legal move will be evaluated (1 ply) and the best one
chosen

* when the system loses a game, it must evolve. From the move list, the
evaluation function used prior to the eval score falling will be subjected to
the genetic algorithm, as will the categorisation

There is a problem in computer chess that the problem may have occured before
the evaluation started to fall. In this system, the problem will be solved
because, with sufficient play, the poor evaluation will eventually make its way
back to the source of the problem (though other eval functions will temporarily
be messed up on the way!).

It took roughly 400,000 generations to change chimpanzees into humans (based on
average generation of 15 years - a number I admit I've plucked out of the air,
but which is at least the right order of magnitude).

Could 400,000 generations of the above system produce a great chess player?

Comments please!

-g



This page took 0.01 seconds to execute

Last modified: Thu, 15 Apr 21 08:11:13 -0700

Current Computer Chess Club Forums at Talkchess. This site by Sean Mintz.