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

Author: Graham Laight

Date: 09:23:01 10/17/00

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On October 17, 2000 at 11:35:49, José de Jesús García Ruvalcaba wrote:

>On October 17, 2000 at 11:06:22, Graham Laight wrote:
>
>>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?
>>
>
>I think no. Knowledge in a chess program is not only in the evaluation function.
>The following components have important and critical knowledge:
>1. Evaluation function.
>2. Search policy.
>3. Move ordering.
>4. Time management and allocation.
>5. Opening book.
>6. Traditional position and book learning.
>7. Tablebases and tablebase handling.
>8. Hashtable replacement policy.
>9. Others that I do not recall now.

I agree with the above.

I have focused only on the evaluation function selection and use.

Once this is working, it can be plugged into a chess program like crafty or
gnuchess to give it the selective search capability. Hopefully, we would then
have the best of both worlds - free knowledge combined with great searching!

-g

>Top chess programmers have devoted lots of time at least to the first four. In
>order to automatically produce a great chess player, I think it is neccesary to
>make it learn several of these components, and each one of them has several free
>parameters.
>Also, the evaluation function and the search policy often depend on a previous
>clasification of the position (e.g. endgame evaluation different from middlegame
>evaluation, turning off null move when there are few pieces left). All this
>increases the size of the problem by several orders of magnitude.
>José.
>
>>Comments please!
>>
>>-g



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