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Subject: Re: machine learning in chess

Author: Michael Yee

Date: 14:57:10 04/27/05

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On April 27, 2005 at 12:17:42, Rémi Coulom wrote:

>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
>

This is a neat paper and seems similar to what I had in mind. But I suppose it
could be extended even further by adding features like node counts for various
branches and (previous) depths. I think the author of Hermann uses a neural
network for time management and uses node counts for different branches as
inputs.

>>- 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.
>

I guess parameters for these type of schemes could be estimated from GM
databases.

>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.
>

Okay, so more work could be done here. I'm considering using very large
(hopefully representative) training sets, not just self-play (as long as I can
find the computing time!).

>>- 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.
>

Their comment is very intriguing... Of course, their ML techniques happen to be
coupled with a super strong pseudo-conventional engine (I'm guessing).

>>
>>Thanks!
>>
>>Michael
>
>Good luck with your research,
>
>Rémi

Thank you for your comments and ideas. I'll keep the board posted on any
progress.

Michael



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