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Phoenix: A Self-Optimizing Chess Engine (arxiv.org)
1 point by lainon on Aug 22, 2017 | hide | past | pdf | discuss on HN

In plain words: A chess player is built by evolving simple score tables that rate each board square, breeding and mutating the best players instead of training a huge neural network with millions of numbers. After 1,000 generations of evolution, it plays at International Master level.

Abstract

Since the advent of computers, many tasks which required humans to spend a lot of time and energy have been trivialized by the computers' ability to perform repetitive tasks extremely quickly. Playing chess is one such task. It was one of the first games which was `solved' using AI. With the advent of deep learning, chess playing agents can surpass human ability with relative ease. However algorithms using deep learning must learn millions of parameters. This work looks at the game of chess through the lens of genetic algorithms. We train a genetic player from scratch using only a handful of learnable parameters. We use Multi-Niche Crowding to optimize positional Value Tables (PVTs) which are used extensively in chess engines to evaluate the goodness of a position. With a very simple setup and after only 1000 generations of evolution, the player reaches the level of an International Master.

Rahul Aralikatte, G Srinivasaraghavan
arXiv:1603.09051 · cs.AI, cs.NE · submitted Mar 30, 2016 · updated Aug 20, 2017
abstract · pdf · html · Accepted in CICN 2015. Preprint

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Also discussed: Apr 2016 (2 points, 1 comment)