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

Author: Graham Laight

Date: 02:57:02 10/18/00

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On October 17, 2000 at 20:57:50, Andrew Dados 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?
>>
>>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-

If the K+P v K endgame was seeded with some basic knowledge and categories,
(after all - humans didn't come from nowhere - they evolved from chimpanzees,
which are very similar to humans), then it is certainly possible that after
10,000 generations, the system would play the game well.

-g



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