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- Newsgroups: comp.ai.neural-nets
- Path: sparky!uunet!brunix!cs.brown.edu!pcm
- From: pcm@cs.brown.edu (Peter C. McCluskey)
- Subject: Re: NNs in chess or other games
- Message-ID: <1992Sep12.182330.3564@cs.brown.edu>
- Sender: news@cs.brown.edu
- Organization: Brown Computer Science Dept.
- References: <18psroINNnek@nestroy.wu-wien.ac.at>
- Date: Sat, 12 Sep 1992 18:23:30 GMT
- Lines: 44
-
- In article <18psroINNnek@nestroy.wu-wien.ac.at>, bruhn@uxe.wu-wien.ac.at (Peter Bruhn) writes:
- |> Does anyone of you know something about an application of neural nets
- |> in strategic games (esp. chess). What I think about is that a NN could
- |> be trained to evaluate a position or some aspects of a position (e.g.
- |> the structure of your pawns, how safe is the position of your king,...).
- |>
- |> The idea behind is that evaluating a position is (as I see it) closely
- |> related to pattern-recognition. An experienced human chess player is
- |> able to identify a position as weak, even though there are no tactical
- |> dangers to perceive and he/she has not seen the position before. So how
- |> does he/she know? I think it is due to pattern recognition: He/She has
- |> seen similiar positions before or has made the experience that a certain
- |> pawn structure is a weak point. Once a chess master (I don't remember his
- |> name) was asked how many moves he prefigures in advance and he answered
- |> "normally: none". Even though this is an exageration, of course, his
-
- I think the quote you are thinking of was from Capablanca, and was about
- how many different continuations he looked at for a given position, the
- answer being "Only one, but it is the right one", the implication being that
- a sufficiently powerfull move generator will generate the most important
- moves first, and looking at the first few that it generates is usually
- sufficient. This pruning of the search tree enables good players to look
- farther ahead; they probably average 5-10 moves deep.
- A well trained NN should be able to take a representation of the current
- position as input and produce one or more "important" moves as output, for
- use in deciding what parts of the search tree to evaluate, and should also
- be able to output an evaluation of the position for use in comparing the
- results of moves.
- The standard NN algorithms could be trained on targets such as moves from
- typical grandmaster games or expert evaluations of the most interesting
- moves from a given position. For evaluating how good a position is, you
- would probably need to get expert evaluations.
- The standard algorithms could be supplemented with reinforcement learning
- algorithms, such as having 2 different networks play each other, and
- rewarding the winning network, punishing the loser.
- The biggest problem is likely to be choosing a good input representation
- of the current position. I suspect a good representation will compare to
- a straightforward 8 x 8 array of squares in much the same way that the
- output of the human optical nerves compares to bitmapped graphics.
-
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- \\ !Vote Libertarian! \\ Peter McCluskey \\ !Vote Libertarian! \\
- // Vote Marrou in `92 // pcm@cs.brown.edu // Vote Marrou in `92 //
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