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The game of Go is more challenging than other board games, due to the difficulty of constructing a position or move evaluation function. In this paper we investigate whether deep convolutional networks can be used to directly represent and…
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…
Mastering the game of Go has remained a long standing challenge to the field of AI. Modern computer Go systems rely on processing millions of possible future positions to play well, but intuitively a stronger and more 'humanlike' way to…
Automatic digitization of chess games using computer vision is a significant technological challenge. This problem is of much interest for tournament organizers and amateur or professional players to broadcast their over-the-board (OTB)…
We propose a novel method applicable in many scene understanding problems that adapts the Monte Carlo Tree Search (MCTS) algorithm, originally designed to learn to play games of high-state complexity. From a generated pool of proposals, our…
In trick-taking card games, a two-step process of state sampling and evaluation is widely used to approximate move values. While the evaluation component is vital, the accuracy of move value estimates is also fundamentally linked to how…
AI research in chess has been primarily focused on producing stronger agents that can maximize the probability of winning. However, there is another aspect to chess that has largely gone unexamined: its aesthetic appeal. Specifically, there…
This report presents Giraffe, a chess engine that uses self-play to discover all its domain-specific knowledge, with minimal hand-crafted knowledge given by the programmer. Unlike previous attempts using machine learning only to perform…
An important part of many machine learning workflows on graphs is vertex representation learning, i.e., learning a low-dimensional vector representation for each vertex in the graph. Recently, several powerful techniques for unsupervised…
The game of Go has a long history in East Asian countries, but the field of Computer Go has yet to catch up to humans until the past couple of years. While the rules of Go are simple, the strategy and combinatorics of the game are immensely…
Anomaly detection is a method for discovering unusual and suspicious behavior. In many real-world scenarios, the examined events can be directly linked to the actions of an adversary, such as attacks on computer networks or frauds in…
This letter presents a novel approach to extract reliable dense and long-range motion trajectories of articulated human in a video sequence. Compared with existing approaches that emphasize temporal consistency of each tracked point, we…
Modern chess engines significantly outperform human players and are essential for evaluating positions and move quality. These engines assign a numerical evaluation $E$ to positions, indicating an advantage for either white or black, but…
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…
Given a series of photographs taken during a Go game, we describe the techniques we successfully employ for pinpointing the grid lines of the Go board and for tracking their small movements between consecutive photographs; then we discuss…
Modern chess engines achieve superhuman performance through deep tree search and regressive evaluation, while human players rely on intuition to select candidate moves followed by a shallow search to validate them. To model this…
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…
This paper introduces a novel algorithm for two-player deterministic games with perfect information, which we call PROBS (Predict Results of Beam Search). Unlike existing methods that predominantly rely on Monte Carlo Tree Search (MCTS) for…
Current chess rating systems update ratings incrementally and may not always accurately reflect a player's true strength at all times, especially for rapidly improving players or very rusty players. To overcome this, we explore a method to…
We describe a general method of detecting valid chains or links of pieces on a two-dimensional grid. Specifically, using the example of the chess variant known as Switch-Side Chain-Chess (SSCC). Presently, no foolproof method of detecting…