Computer Chess Club Archives


Search

Terms

Messages

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

Author: Andrew Dados

Date: 17:57:50 10/17/00

Go up one level in this thread


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?
>
>Comments please!
>
>-g

Try to imagine *only* K+P vs K endgame positions. Then try to play 10000 games
in order to teach your genetic algorithm to play KPK correctly. Do you *really*
believe it will learn to evaluate all KPK positions as good as average 2200
player?
Now try to imagine time to teach genetic alghoritm to evaluate middlegame....
-Andrew-



This page took 0 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.