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Subject: Re: machine learning in chess

Author: Rémi Coulom

Date: 09:17:42 04/27/05

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On April 27, 2005 at 10:35:28, Michael Yee wrote:

>Hi,
>
>I might have a chance to do some computer chess related research as part of my
>thesis for school. (Already planned are a couple topics related to "inferring
>human decision-making processes".) Computer chess will fit (in a loosely related
>way) if I look at techniques for learning parameters/strategies from a database
>of human GM games.
>
>Before I continue my literature search, etc., I just wondered what people with
>experience in this area think of the following ideas:
>
>- learn rules/functions for when to extend or reduce search along a given line

You can take a look at this:
http://www.cs.ualberta.ca/~yngvi/Papers/isj03.pdf

>- learn when it's safe to prune a given line (related to previous idea)

Probcut and multicut are based on ideas close to machine learning, if I remember
correctly. According to what I have read, Fabien Letouzey has also implemented
an original "history-pruning" scheme that seems efficient, but I do not remember
the details.

Also, I believe it might be a good idea to use machine-learning techniques to
learn extended-futility-pruning heuristics.

>- learn parameters for static (leaf node) evaluation function (although a lot
>has already been done here, I think)

Yes, this has already been done. For chess, check Baxter & Tridgell, and Beal &
Smith. The results were not impressive.

>- learn/construct/discover features for a static evaluation function (some
>not-so successful work may have been done here with neural networks?)

I believe that finding good features necessarily requires the intervention of a
human expert. But it might be a good idea to try to find ways to help a human
expert find out what kind of knowledge is missing most in the evaluation
function. I have no idea how, though.

>- learn rules for move ordering (i.e., that try to search best moves from a
>given node first to achieve more efficient cut-offs)

The history heuristic and its variations are in the spirit of this.

>
>Specifically, I'm curious which areas are already "mature", which seem
>promising/new, or even if you have any other ideas/references.

Computer chess as a whole is extremely mature, so it is hard to make significant
contributions.

During the Ramat-Gan World Championship, I asked Amir Ban and Shay Bushinsky
wheter they were using machine learning techniques in Junior. They answered
something like "yes, but not the machine-learning techniques you know". That
might be an interesting indication that there is potential for investigation in
this direction.

>
>Thanks!
>
>Michael

Good luck with your research,

Rémi



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