Abstract

Deep neural networks have been successfully applied in learning the board games Go, chess, and shogi without prior knowledge by making use of reinforcement learning. Although starting from zero knowledge has been shown to yield impressive results, it is associated with high computationally costs especially for complex games. With this paper, we present CrazyAra which is a neural network based engine solely trained in supervised manner for the chess variant crazyhouse. Crazyhouse is a game with a higher branching factor than chess and there is only limited data of lower quality available compared to AlphaGo. Therefore, we focus on improving efficiency in multiple aspects while relying on low computational resources. These improvements include modifications in the neural network design and training configuration, the introduction of a data normalization step and a more sample efficient Monte-Carlo tree search which has a lower chance to blunder. After training on 569537 human games for 1.5 days we achieve a move prediction accuracy of 60.4%. During development, versions of CrazyAra played professional human players. Most notably, CrazyAra achieved a four to one win over 2017 crazyhouse world champion Justin Tan (aka LM Jann Lee) who is more than 400 Elo higher rated compared to the average player in our training set. Furthermore, we test the playing strength of CrazyAra on CPU against all participants of the second Crazyhouse Computer Championships 2017, winning against twelve of the thirteen participants. Finally, for CrazyAraFish we continue training our model on generated engine games. In 10 long-time control matches playing Stockfish 10, CrazyAraFish wins three games and draws one out of 10 matches.

Highlights

  • The project AlphaZero (Silver et al, 2017a) with its predecessors AlphaGoZero (Silver et al, 2017b) and AlphaGo (Silver et al, 2016) marks a milestone in the field of artificial intelligence, demonstrating that the board games Go, chess, and shogi can be learned from zero human knowledge

  • We evaluate the strength of a neural network in combination with Monte-Carlo Tree Search (MCTS) with expert human players as well as the most common crazyhouse chess engines

  • CrazyAra is compatible with the Universal Chess Interface (UCI; Kahlen and Muller, 2004) and uses the BOT API of lichess.org7 to provide a public BOT account8, which can be challenged to a match when online

Read more

Summary

INTRODUCTION

The project AlphaZero (Silver et al, 2017a) with its predecessors AlphaGoZero (Silver et al, 2017b) and AlphaGo (Silver et al, 2016) marks a milestone in the field of artificial intelligence, demonstrating that the board games Go, chess, and shogi can be learned from zero human knowledge. We present the neural network based engine CrazyAra which learned to play the chess variant crazyhouse solely in a supervised fashion. Because of the higher move complexity and the more dynamic nature of the game, several challenges had to be overcome when adapting the neural network architecture and applying Monte-Carlo Tree Search (MCTS). Fourth, we investigate several techniques to make the Monte Carlo tree search (MCTS) more sample efficient This includes the usage of Q-Values for move selection, a transposition table which allows sharing evaluations across multiple nodes, and ways to decrease the chances of missing critical moves. We evaluate the strength of a neural network in combination with MCTS with expert human players as well as the most common crazyhouse chess engines. We summarize the match results with human professional players and other crazyhouse engines

RELATED WORK ON COMPUTER
OVERVIEW OF THE CRAZYARA ENGINE
Deep Neural Networks for Evaluating
Monte-Carlo Tree Search for Improving
Availability of CrazyAra
INPUT REPRESENTATION OF CRAZYARA
Input Normalization
We trained a small AlphaZero like network with seven
Illustrative Example for Predictions
OUTPUT REPRESENTATION OF CRAZYARA
DEEP NETWORK ARCHITECTURE OF
TRAINING DATA
SUPERVISED LEARNING TO PLAY CRAZYHOUSE
CONFIGURATION OF THE
Default Parameter Settings
Evaluation metrics on the validation set
Changes to Monte-Carlo Tree Search
Time Dependent Search
Integration of Domain Knowledge
10.1. The Pros and Cons of MCTS for Crazyhouse
10.2. Exemplary MCTS Search
11.1. Matches With Human Professional Players
11.2. Strength Evaluation With Other Crazyhouse Engines
Findings
12. CONCLUSION
DATA AVAILABILITY STATEMENT

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.