AlphaZero assesses new chess variants for balance and dynamics.
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We present an end-to-end learning method for chess, relying on deep neural networks. Without any a priori knowledge, in particular without any knowledge regarding the rules of chess, a deep neural network is trained using a combination of unsupervised pretraining and supervised training. The unsupervised training extra…
Transformers learn to predict chess moves with surprising accuracy and strength.
This article reports on an investigation of the use of convolutional neural networks to predict the visual attention of chess players. The visual attention model described in this article has been created to generate saliency maps that capture hierarchical and spatial features of chessboard, in order to predict the pro…
Chess engines Stockfish and LCZero differ in their approach to solving endgame puzzles.
AlphaZero learns human chess knowledge during training.
This paper demonstrates the use of genetic algorithms for evolving: 1) a grandmaster-level evaluation function, and 2) a search mechanism for a chess program, the parameter values of which are initialized randomly. The evaluation function of the program is evolved by learning from databases of (human) grandmaster games…
In this paper we demonstrate how genetic algorithms can be used to reverse engineer an evaluation function's parameters for computer chess. Our results show that using an appropriate expert (or mentor), we can evolve a program that is on par with top tournament-playing chess programs, outperforming a two-time World Com…
Crazyhouse is a chess variant that incorporates all of the classical chess rules, but allows users to drop pieces captured from the opponent as a normal move. Until 2018, all competitive computer engines for this board game made use of an alpha-beta pruning algorithm with a hand-crafted evaluation function for each pos…
AlphaZero reveals new chess concepts learnable by top experts.
Dimensionality reduction is ubiquitous in analysis of complex dynamics. The conventional dimensionality reduction techniques, however, focus on reproducing the underlying configuration space, rather than the dynamics itself. The constructed low-dimensional space does not provide complete and accurate description of the…
In this paper we demonstrate how genetic algorithms can be used to reverse engineer an evaluation function's parameters for computer chess. Our results show that using an appropriate mentor, we can evolve a program that is on par with top tournament-playing chess programs, outperforming a two-time World Computer Chess …
This paper demonstrates the use of genetic algorithms for evolving a grandmaster-level evaluation function for a chess program. This is achieved by combining supervised and unsupervised learning. In the supervised learning phase the organisms are evolved to mimic the behavior of human grandmasters, and in the unsupervi…
Language models trained on chess board states outperform those on moves, even with causal masking.
We prove that the homotopy class of a Morin mapping f: P^p --> Q^q with p-q odd contains a cusp mapping. This affirmatively solves a strengthened version of the Chess conjecture [DS Chess, A note on the classes [S_1^k(f)], Proc. Symp. Pure Math., 40 (1983) 221-224] and [VI Arnol'd, VA Vasil'ev, VV Goryunov, OV Lyashenk…
Constructing agents with planning capabilities has long been one of the main challenges in the pursuit of artificial intelligence. Tree-based planning methods have enjoyed huge success in challenging domains, such as chess and Go, where a perfect simulator is available. However, in real-world problems the dynamics gove…
In this paper we present the first results of a pilot experiment in the capture and interpretation of multimodal signals of human experts engaged in solving challenging chess problems. Our goal is to investigate the extent to which observations of eye-gaze, posture, emotion and other physiological signals can be used t…
The paper proposes a method to evaluate superhuman models by checking for logical inconsistencies.
In this paper we construct and study a new 15-vertex triangulation of the complex projective plane $\CP^2$. The automorphism group of is isomorphic to . We prove that the triangulation is the minimal by the number of vertices triangulation of $\CP^2$ admitting a chess colouring of four-dimens…
Monte Carlo Tree Search improves financial derivative hedging efficiency.
ESCHER avoids importance sampling to estimate regret in large games.
In ranking problems, the goal is to learn a ranking function from labeled pairs of input points. In this paper, we consider the related comparison problem, where the label indicates which element of the pair is better, or if there is no significant difference. We cast the learning problem as a margin maximization, and …
The AlphaZero algorithm for the learning of strategy games via self-play, which has produced superhuman ability in the games of Go, chess, and shogi, uses a quantitative reward function for game outcomes, requiring the users of the algorithm to explicitly balance different components of the reward against each other, s…
A core novelty of Alpha Zero is the interleaving of tree search and deep learning, which has proven very successful in board games like Chess, Shogi and Go. These games have a discrete action space. However, many real-world reinforcement learning domains have continuous action spaces, for example in robotic control, na…
AEC Games model represents software MARL environments better than POSGs.
Parallelizes MCTS for continuous domains using leaf and root parallelization.
The game of Chinese Checkers is a challenging traditional board game of perfect information that differs from other traditional games in two main aspects: first, unlike Chess, all checkers remain indefinitely in the game and hence the branching factor of the search tree does not decrease as the game progresses; second,…
Study shows Elo models fail to accurately measure transitive strength in competitive games.
AR CI framework handles complex confounders and sequential actions.
Zero-sum games such as chess and poker are, abstractly, functions that evaluate pairs of agents, for example labeling them `winner' and `loser'. If the game is approximately transitive, then self-play generates sequences of agents of increasing strength. However, nontransitive games, such as rock-paper-scissors, can ex…
New approach handles stochastic and partially-observable environments using discrete autoencoders and Monte Carlo tree search.
The Bradley-Terry model is a popular approach to describe probabilities of the possible outcomes when elements of a set are repeatedly compared with one another in pairs. It has found many applications including animal behaviour, chess ranking and multiclass classification. Numerous extensions of the basic model have a…
MuZero visualizes its internal representations to stabilize planning.
FGNNs improve game-playing AI by exploiting symmetries.
A key feature of inductive logic programming (ILP) is its ability to learn first-order programs, which are intrinsically more expressive than propositional programs. In this paper, we introduce techniques to learn higher-order programs. Specifically, we extend meta-interpretive learning (MIL) to support learning higher…
From the early days of computing, games have been important testbeds for studying how well machines can do sophisticated decision making. In recent years, machine learning has made dramatic advances with artificial agents reaching superhuman performance in challenge domains like Go, Atari, and some variants of poker. A…
GPT learns a causal world model from token predictions, validated in game sequences.
Equivariant MuZero improves generalization in procedurally generated environments.
Deep RL shows promise in algo trading, but more research needed.
Zero-sum games have long guided artificial intelligence research, since they possess both a rich strategy space of best-responses and a clear evaluation metric. What's more, competition is a vital mechanism in many real-world multi-agent systems capable of generating intelligent innovations: Darwinian evolution, the ma…
This paper shows using classification instead of regression improves deep RL scalability.
HalluWorld benchmarks hallucinations in language models across diverse tasks.
With the scale of data growing every day, reducing the dimensionality (a.k.a. sketching) of high-dimensional data has emerged as a task of paramount importance. Relevant issues to address in this context include the sheer volume of data that may consist of categorical samples, the typically streaming format of acquisit…
The question of aggregating pair-wise comparisons to obtain a global ranking over a collection of objects has been of interest for a very long time: be it ranking of online gamers (e.g. MSR's TrueSkill system) and chess players, aggregating social opinions, or deciding which product to sell based on transactions. In mo…