More promising results was due to an advanced implementaion of history heuristic, where a table was not only indexed by its [from][to] coordinates of a move, but a much larger table with additional context of the moving piece along with a bitmask of pieces attacking the from square, which was reported to work about 3% better than the pure history heuristic in terms of node counts on the Bratko-Kopec problems[10]:
an experimental chess engine by Artem Pyatakov. Initially written in early 2001 [1] during his freshman year at Princeton University, it was a conventional chess program written in C, using a 0x88 board representation [2], alpha-beta, iterative deepening, transposition table [3], killer- and history heuristic, along with all the domain dependent tricks in move ordering (i.e searching captures first), selectivity and evaluation. In 2001, Golch was active at ICC [4]. The program was later used as test-bed for Pyatakov's senior thesis Improving Computer Chess through Machine Learning [5] under advisor Robert Schapire [6]. The aim was to narrow the claimed gap between artificial intelligence methods and computer chess methods and tricks, manifested as human-generated, domain dependent ideas that happened to work without a good theoretical justification and cannot be easily generalized to other games [7].
Table of Contents
Perceptron
The online-learning approach to replace classical evaluation by a single layer perceptron, combining a feature vector, representing the board, with a set of adjustable weights, trained by supervised move adaption with some test-positions such as the Bratko-Kopec Test produced slightly disappointing results. The feature-vector used had 64 binary elements of an occupied bitboard, and a 16x16 attack map [9], which hopefully distinguished attacked but sufficiently defended pieces or pawns from pieces or pawns en prise.History Heuristic
More promising results was due to an advanced implementaion of history heuristic, where a table was not only indexed by its [from][to] coordinates of a move, but a much larger table with additional context of the moving piece along with a bitmask of pieces attacking the from square, which was reported to work about 3% better than the pure history heuristic in terms of node counts on the Bratko-Kopec problems [10]:See also
Publications
Forum Posts
External Links
References
What links here?
Up one level