Deep learning for computer chess (part 1)

This report encompasses the implementation of two state-of-the-art machine learning algorithms for evaluating chess positions. The first algorithm makes use of artificial neural networks and manual feature representation thus closely following the implementation and architecture of Matthew Lai’s Gir...

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Main Author: Arora, Manav
Other Authors: He Ying
Format: Final Year Project
Language:English
Published: Nanyang Technological University 2022
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Online Access:https://hdl.handle.net/10356/157572
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Institution: Nanyang Technological University
Language: English
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spelling sg-ntu-dr.10356-1575722022-05-20T05:47:28Z Deep learning for computer chess (part 1) Arora, Manav He Ying School of Computer Science and Engineering yhe@ntu.edu.sg Engineering::Computer science and engineering::Computing methodologies::Artificial intelligence This report encompasses the implementation of two state-of-the-art machine learning algorithms for evaluating chess positions. The first algorithm makes use of artificial neural networks and manual feature representation thus closely following the implementation and architecture of Matthew Lai’s Giraffe. Giraffe learns to play chess largely by self-play and derives its own rules based on the data [1]. Giraffe was implemented as a 7 class classification problem on a dataset of over 10,000 grandmaster level games. Four different implementations of Giraffe were explored covering two different architectures and the effects of regularization on the model performance. The second algorithm implemented goes through an unsupervised learning phase to perform feature extraction followed by a supervised learning phase thus replicating David Eli’s DeepChess. DeepChess evaluates chess positions using a deep neural network without any a priori knowledge regarding the rules of chess. DeepChess is implemented as a siamese network of two disjoint deep belief networks connected to each other by fully connected layers [2]. This architecture was implemented as a binary classification problem on the same dataset as Giraffe and also on a larger dataset of LiChess games. Different implementations of DeepChess covering different training methodologies and parameter sets were executed. Bachelor of Engineering (Computer Science) 2022-05-20T05:47:28Z 2022-05-20T05:47:28Z 2022 Final Year Project (FYP) Arora, M. (2022). Deep learning for computer chess (part 1). Final Year Project (FYP), Nanyang Technological University, Singapore. https://hdl.handle.net/10356/157572 https://hdl.handle.net/10356/157572 en application/pdf Nanyang Technological University
institution Nanyang Technological University
building NTU Library
continent Asia
country Singapore
Singapore
content_provider NTU Library
collection DR-NTU
language English
topic Engineering::Computer science and engineering::Computing methodologies::Artificial intelligence
spellingShingle Engineering::Computer science and engineering::Computing methodologies::Artificial intelligence
Arora, Manav
Deep learning for computer chess (part 1)
description This report encompasses the implementation of two state-of-the-art machine learning algorithms for evaluating chess positions. The first algorithm makes use of artificial neural networks and manual feature representation thus closely following the implementation and architecture of Matthew Lai’s Giraffe. Giraffe learns to play chess largely by self-play and derives its own rules based on the data [1]. Giraffe was implemented as a 7 class classification problem on a dataset of over 10,000 grandmaster level games. Four different implementations of Giraffe were explored covering two different architectures and the effects of regularization on the model performance. The second algorithm implemented goes through an unsupervised learning phase to perform feature extraction followed by a supervised learning phase thus replicating David Eli’s DeepChess. DeepChess evaluates chess positions using a deep neural network without any a priori knowledge regarding the rules of chess. DeepChess is implemented as a siamese network of two disjoint deep belief networks connected to each other by fully connected layers [2]. This architecture was implemented as a binary classification problem on the same dataset as Giraffe and also on a larger dataset of LiChess games. Different implementations of DeepChess covering different training methodologies and parameter sets were executed.
author2 He Ying
author_facet He Ying
Arora, Manav
format Final Year Project
author Arora, Manav
author_sort Arora, Manav
title Deep learning for computer chess (part 1)
title_short Deep learning for computer chess (part 1)
title_full Deep learning for computer chess (part 1)
title_fullStr Deep learning for computer chess (part 1)
title_full_unstemmed Deep learning for computer chess (part 1)
title_sort deep learning for computer chess (part 1)
publisher Nanyang Technological University
publishDate 2022
url https://hdl.handle.net/10356/157572
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