相关论文: Learning to play the Chess Variant Crazyhouse abov…
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…
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…
The game of chess is the most widely-studied domain in the history of artificial intelligence. The strongest programs are based on a combination of sophisticated search techniques, domain-specific adaptations, and handcrafted evaluation…
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…
As artificial intelligence becomes increasingly intelligent---in some cases, achieving superhuman performance---there is growing potential for humans to learn from and collaborate with algorithms. However, the ways in which AI systems…
We introduce DeepNash, an autonomous agent capable of learning to play the imperfect information game Stratego from scratch, up to a human expert level. Stratego is one of the few iconic board games that Artificial Intelligence (AI) has not…
Artificial intelligence has seen several breakthroughs in recent years, with games often serving as milestones. A common feature of these games is that players have perfect information. Poker is the quintessential game of imperfect…
Dragonchess, a three-dimensional chess variant introduced by Gary Gygax, presents unique strategic and computational challenges that make it an ideal environment for studying the transfer of artificial intelligence (AI) heuristics across…
Competing with top human players in the ancient game of Go has been a long-term goal of artificial intelligence. Go's high branching factor makes traditional search techniques ineffective, even on leading-edge hardware, and Go's evaluation…
AlphaZero, Leela Chess Zero and Stockfish NNUE revolutionized Computer Chess. This book gives a complete introduction into the technical inner workings of such engines. The book is split into four main chapters -- excluding chapter 1…
Predicting player behavior in strategic games, especially complex ones like chess, presents a significant challenge. The difficulty arises from several factors. First, the sheer number of potential outcomes stemming from even a single…
Do neural networks learn to implement algorithms such as look-ahead or search "in the wild"? Or do they rely purely on collections of simple heuristics? We present evidence of learned look-ahead in the policy network of Leela Chess Zero,…
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…
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…
We have seen numerous machine learning methods tackle the game of chess over the years. However, one common element in these works is the necessity of a finely optimized look ahead algorithm. The particular interest of this research lies…
An almost-perfect chess playing agent has been a long standing challenge in the field of Artificial Intelligence. Some of the recent advances demonstrate we are approaching that goal. In this project, we provide methods for faster training…
The strength of chess engines together with the availability of numerous chess games have attracted the attention of chess players, data scientists, and researchers during the last decades. State-of-the-art engines now provide an…
The evaluation function for imperfect information games is always hard to define but owns a significant impact on the playing strength of a program. Deep learning has made great achievements these years, and already exceeded the top human…
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…
DeepMind's recent spectacular success in using deep convolutional neural nets and machine learning to build superhuman level agents --- e.g. for Atari games via deep Q-learning and for the game of Go via Reinforcement Learning --- raises…