Learning,
the process of acquiring new knowledge which involves synthesizing different types of information. Machine learning as aspect of computer chess programming deals with algorithms that allow the program to change its behavior based on data, which for instance occurs during game playing against a variety of opponents considering the final outcome and/or the game record for instance as history score chart indexed by ply. Related to Machine learning is evolutionary computation and its sub-areas of genetic algorithms, and genetic programming, that mimics the process of natural evolution, as further mentioned in automated tuning. The process of learning often implies understanding, perception or reasoning. So called Rote learning avoids understanding and focuses on memorization. Inductive learning takes examples and generalizes rather than starting with existing knowledge. Deductive learning takes abstract concepts to make sense of examples ^{[1]}.

Learning inside a chess program may address several disjoint issues. A persistent hash table remembers "important" positions from earlier games inside the search with its exact score^{[3]}. Worse positions may be avoided in advance. Learning opening book moves, that is appending successful novelties or modify the probability of already stored moves from the book based on the outcome of a game ^{[4]}. Another application is learning evaluation weights of various features, f. i. piece-^{[5]} or piece-square^{[6]} values or mobility. Programs may also learn to control search ^{[7]} or time usage^{[8]}.

Supervised learning is learning from examples provided by a knowledgable external supervisor. In machine learning, supervised learning is a technique for deducing a function from training data. The training data consist of pairs of input objects and desired outputs, f.i. in computer chess a sequence of positions associated with the outcome of a game ^{[9]} .

Unsupervised Learning

Unsupervised machine learning seems much harder: the goal is to have the computer learn how to do something that we don't tell it how to do. The learner is given only unlabeled examples, f. i. a sequence of positions of a running game but the final result (still) unknown. A form of reinforcement learning can be used for unsupervised learning, where an agent bases its actions on the previous rewards and punishments without necessarily even learning any information about the exact ways that its actions affect the world. Clustering is another method of unsupervised learning.

Reinforcement Learning

Reinforcement learning is defined not by characterizing learning methods, but by characterizing a learning problem. Reinforcement learning is learning what to do - how to map situations to actions - so as to maximize a numerical reward signal. The learner is not told which actions to take, as in most forms of machine learning, but instead must discover which actions yield the most reward by trying them. The reinforcement learning problem is deeply indebted to the idea of Markov decision processes (MDPs) from the field of optimal control.

Herbert Simon, Edward Feigenbaum (1964). An Information-processing Theory of Some Effects of Similarity, Familiarization, and Meaningfulness in Verbal Learning. Journal of Verbal Learning and Verbal Behavior, Vol. 3, No. 5, pdf

Donald Michie (1966). Game Playing and Game Learning Automata. Advances in Programming and Non-Numerical Computation, Leslie Fox (ed.), pp. 183-200. Oxford, Pergamon. » Includes Appendix: Rules of SOMAC by John Maynard Smith, introduces Expectiminimax tree^{[14]}

A. Harry Klopf (1972). Brain Function and Adaptive Systems - A Heterostatic Theory. Air Force Cambridge Research Laboratories, Special Reports, No. 133, pdf

Jacques Pitrat (1976). A Program to Learn to Play Chess. Pattern Recognition and Artificial Intelligence, pp. 399-419. Academic Press Ltd. London, UK. ISBN 0-12-170950-7.

Jacques Pitrat (1976). Realization of a Program Learning to Find Combinations at Chess. Computer Oriented Learning Processes (ed. J. Simon). Noordhoff, Groningen, The Netherlands.

Pericles Negri (1977). Inductive Learning in a Hierarchical Model for Representing Knowledge in Chess End Games. pdf

Boris Stilman (1977). The Computer Learns. in 1976 US Computer Chess Championship, by David Levy, Computer Science Press, Woodland Hills, CA, pp. 83-90

Richard Sutton (1978). Single channel theory: A neuronal theory of learning. Brain Theory Newsletter 3, No. 3/4, pp. 72-75.

Ross Quinlan (1979). Discovering Rules by Induction from Large Collections of Examples. Expert Systems in the Micro-electronic Age, pp. 168-201. Edinburgh University Press (Introducing ID3)

A. Harry Klopf (1982). The Hedonistic Neuron: A Theory of Memory, Learning, and Intelligence. Hemisphere Publishing Corporation, University of Michigan

Ross Quinlan (1983). Learning efficient classification procedures and their application to chess end games. In Machine Learning: An Artificial Intelligence Approach, pages 463–482. Tioga, Palo Alto

Alen Shapiro (1983). The Role of Structured Induction in Expert Systems. University of Edinburgh, Machine Intelligence Research Unit (Ph.D. thesis)

Hans Berliner (1985). Goals, Plans, and Mechanisms: Non-symbolically in an Evaluation Surface. Presentation at Evolution, Games, and Learning, Center for Nonlinear Studies, Los Alamos National Laboratory, May 21.

Jens Christensen, Richard Korf (1986). A Unified Theory of Heuristic Evaluation functions and Its Applications to Learning. Proceedings of the AAAI-86, pp. 148-152, pdf.

Ivan Bratko, Igor Kononenko (1986). Learning Rules from Incomplete and Noisy Data. Proceedings Unicom Seminar on the Scope of Artificial Intelligence in Statistics. Technical Press

Alen Shapiro (1987). Structured Induction in Expert Systems. Turing Institute Press in association with Addison-Wesley Publishing Company, Workingham, UK

Bruce Abramson (1988). Learning Expected-Outcome Evaluators in Chess. Proceedings of the 1988 AAAI Spring Symposium Series: Computer Game Playing, 26-28.

Bruce Abramson (1989). On Learning and Testing Evaluation Functions. Proceedings of the Sixth Israeli Conference on Artificial Intelligence, 1989, 7-16.

Richard Sutton, Andrew Barto (1990). Time Derivative Models of Pavlovian Reinforcement. Learning and Computational Neuroscience: Foundations of Adaptive Networks: 497-537.

Bruce Abramson (1990). On Learning and Testing Evaluation Functions. Journal of Experimental and Theoretical Artificial Intelligence 2: 241-251.

Steven Walczak (1991). Predicting Actions from Induction on Past Performance. Proceedings of the 8th International Workshop on Machine Learning , pp. 275-279. Morgan Kaufmann

Michael Bain (1992). Learning optimal chess strategies. Proc. Intl. Workshop on Inductive Logic Programming (ed. Stephen Muggleton), Institute for New Generation Computer Technology, Tokyo, Japan.

Shaul Markovitch, Yaron Sella (1993). Learning of Resource Allocation Strategies for Game Playing, The proceedings of the 13th International Joint Conference on Artificial Intelligence, Chambery, France. pdf

Michael Bain, Stephen Muggleton (1994). Learning Optimal Chess Strategies. Machine Intelligence 13 (eds. K. Furukawa and Donald Michie), pp. 291-309. Oxford University Press, Oxford, UK. ISBN 0198538502.

Stuart Russell (1996). Machine Learning. Chapter 4 of M. A. Boden (Ed.), Artificial Intelligence, Academic Press. Part of the Handbook of Perception and Cognition, ps

Kieran Greer, Piyush Ojha, David A. Bell (1997). Learning Search Heuristics from Examples: A Study in Computer Chess, Seventh Conference of the Spanish Association for Artificial Intelligence, CAEPIA’97, November, pp. 695-704.

Ronald Parr, Stuart Russell (1997). Reinforcement Learning with Hierarchies of Machines. In Advances in Neural Information Processing Systems 10, MIT Press, zipped ps

Jonathan Baxter, Andrew Tridgell, Lex Weaver (1998). Knightcap: A chess program that learns by combining td(λ) with game-tree search, Proceedings of the 15th International Conference on Machine Learning, pdf via citeseerX

Csaba Szepesvári (1998). Reinforcement Learning: Theory and Practice. Proceedings of the 2nd Slovak Conference on Artificial Neural Networks, zipped ps

Ryszard Michalski (1998). Learnable Evolution: Combining Symbolic and Evolutionary Learning. Proceedings of the Fourth International Workshop on Multistrategy Learning (MSL'98)

Vassilis Papavassiliou, Stuart Russell (1999). Convergence of reinforcement learning with general function approximators. In Proc. IJCAI-99, Stockholm, ps

Andrew Ng, Stuart Russell (2000). Algorithms for inverse reinforcement learning. In Proceedings of the Seventeenth International Conference on Machine Learning, Stanford, California: Morgan Kaufmann, pdf

Yngvi Björnsson, Tony Marsland (2002). Learning Control of Search Extensions. Proceedings of the 6th Joint Conference on Information Sciences (JCIS 2002), pp. 446-449. pdf

Michael Buro (2002). Improving Mini-max Search by Supervised Learning. Artificial Intelligence, Vol. 134, No. 1, pp. 85-99. ISSN 0004-3702. pdf

Mark Winands, Levente Kocsis, Jos Uiterwijk, Jaap van den Herik (2002). Temporal difference learning and the Neural MoveMap heuristic in the game of Lines of Action. In Mehdi, Q,., Gouch, N., and Cavazza, M., editors, GAME-ON 2002 3rd International Conference on Intelligent Games and Simulation, pages 99-103. SCS Europe Bvba. pdf

Judea Pearl, Stuart Russell (2003). Bayesian Networks. In Michael A. Arbib, Ed., The Handbook of Brain Theory and Neural Networks, 2nd edition, MIT Press, pdf

Yngvi Björnsson, Vignir Hafsteinsson, Ársæll Jóhannsson, Einar Jónsson (2004). Efficient Use of Reinforcement Learning in a Computer Game. In Computer Games: Artificial Intellignece, Design and Education (CGAIDE'04), pp. 379–383, 2004. pdf

Dave Gomboc (2004). Tuning Evaluation Functions by Maximizing Concordance Master of Science Thesis, pdf

Dave Gomboc, Michael Buro, Tony Marsland (2005). Tuning evaluation functions by maximizing concordance Theoretical Computer Science, Volume 349, Issue 2, pp. 202-229, pdf

Sverrir Sigmundarson, Yngvi Björnsson. (2006) Value Back-Propagation vs. Backtracking in Real-Time Search. In Proceedings of the National Conference on Artificial Intelligence (AAAI), Workshop on Learning For Search, pp. 136–141, AAAI Press, Boston, Massachusetts, USA, July 2006. pdf

Johannes Fürnkranz (2007). Recent advances in machine learning and game playing. ÖGAI Journal, Vol. 26, No. 2, Computer Game Playing, pdf

2008

Marco Block, Maro Bader, Ernesto Tapia, Marte Ramírez, Ketill Gunnarsson, Erik Cuevas, Daniel Zaldivar, Raúl Rojas (2008). Using Reinforcement Learning in Chess Engines. CONCIBE SCIENCE 2008, Research in Computing Science: Special Issue in Electronics and Biomedical Engineering, Computer Science and Informatics, ISSN:1870-4069, Vol. 35, pp. 31-40, Guadalajara, Mexico, pdf

Home * LearningLearning,the process of acquiring new knowledge which involves synthesizing different types of information. Machine learning as aspect of computer chess programming deals with algorithms that allow the program to change its behavior based on data, which for instance occurs during game playing against a variety of opponents considering the final outcome and/or the game record for instance as history score chart indexed by ply. Related to Machine learning is evolutionary computation and its sub-areas of genetic algorithms, and genetic programming, that mimics the process of natural evolution, as further mentioned in automated tuning. The process of learning often implies understanding, perception or reasoning. So called Rote learning avoids understanding and focuses on memorization. Inductive learning takes examples and generalizes rather than starting with existing knowledge. Deductive learning takes abstract concepts to make sense of examples

^{[1]}.^{[2]}## Table of Contents

## Learning inside a Chess Program

Learning inside a chess program may address several disjoint issues. A persistent hash table remembers "important" positions from earlier games inside the search with its exact score^{[3]}. Worse positions may be avoided in advance. Learning opening book moves, that is appending successful novelties or modify the probability of already stored moves from the book based on the outcome of a game^{[4]}. Another application is learning evaluation weights of various features, f. i. piece-^{[5]}or piece-square^{[6]}values or mobility. Programs may also learn to control search^{[7]}or time usage^{[8]}.## Learning Paradigms

There are three major learning paradigms, each corresponding to a particular abstract learning task. These are supervised learning, unsupervised learning and reinforcement learning. Usually any given type of neural network architecture can be employed in any of those tasks.## Supervised Learning

Supervised learning is learning from examples provided by a knowledgable external supervisor. In machine learning, supervised learning is a technique for deducing a function from training data. The training data consist of pairs of input objects and desired outputs, f.i. in computer chess a sequence of positions associated with the outcome of a game^{[9]}.## Unsupervised Learning

Unsupervised machine learning seems much harder: the goal is to have the computer learn how to do something that we don't tell it how to do. The learner is given only unlabeled examples, f. i. a sequence of positions of a running game but the final result (still) unknown. A form of reinforcement learning can be used for unsupervised learning, where an agent bases its actions on the previous rewards and punishments without necessarily even learning any information about the exact ways that its actions affect the world. Clustering is another method of unsupervised learning.## Reinforcement Learning

Reinforcement learning is defined not by characterizing learning methods, but by characterizing a learning problem. Reinforcement learning is learning what to do - how to map situations to actions - so as to maximize a numerical reward signal. The learner is not told which actions to take, as in most forms of machine learning, but instead must discover which actions yield the most reward by trying them. The reinforcement learning problem is deeply indebted to the idea of Markov decision processes (MDPs) from the field of optimal control.## Learning Topics

## Programs

## See also

## Selected Publications

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1942).Some observations on the simple neuron circuit. Bulletin of Mathematical Biology, Vol. 4, No. 31943).A Logical Calculus of the Ideas Immanent in Nervous Activity. Bulletin of Mathematical Biology, Vol. 5, No. 11949).The Organization of Behavior. Wiley & Sons## 1950 ...

1951)Representation of Events in Nerve Nets and Finite Automata. RM-704, RAND paper, pdf, reprinted inClaude Shannon, John McCarthy (eds.) (

1956).Automata Studies. Annals of Mathematics Studies, No. 341951).Machines which can learn. American Scientist, 39:711-7161952).On Game Learning Machines. The Scientific Monthly, Vol. 74, No. 4, April 19521953).Chess. part of the collectionDigital Computers Applied to Gamesin Bertram Vivian Bowden (editor), Faster Than Thought, a symposium on digital computing machines, reprinted 1988 in Computer Chess Compendium, reprinted inAlan Turing, Jack Copeland (editor) (

2004).The Essential Turing, Seminal Writings in Computing, Logic, Philosophy, Artificial Intelligence, and Artificial Life plus The Secrets of Enigma. Oxford University Press, amazon, google books1954).Neural Nets and the Brain Model Problem. Ph.D. dissertation, Princeton University## 1955 ...

1956).Probabilistic Logic and the Synthesis of Reliable Organisms From Unreliable Components. inClaude Shannon, John McCarthy (eds.) (

1956).Automata Studies. Annals of Mathematics Studies, No. 34, pdf1957).The Perceptron - a Perceiving and Recognizing Automaton. Report 85-460-1, Cornell Aeronautical Laboratory^{[11]}1959).Imitation of Pattern Recognition and Trial-and-error Learning in a Conditional Probability Computer. Reviews of Modern Physics, Vol. 31, April 1959, pp. 546-548^{[12]}^{[13]}1959).Some Studies in Machine Learning Using the Game of Checkers. IBM Journal July 1959 » Checkers1959).An Information Processing Theory of Verbal Learning. RAND Paper## 1960 ...

1960).Information Theories of Human Verbal Learning. Ph.D. thesis, Carnegie Mellon University, advisor Herbert Simon1961).The Simulation of Verbal Learning Behavior. Proceedings Western Joint Conference, Vol. 191961).Performance of a Reading Task by an Elementary Perceiving and Memorizing Program. RAND Paper, pdf1961).Trial and Error. Penguin Science Survey, pdf1962).A Theory of the Serial Position Effect. British Journal of Psychology, Vol. 53, 307-32, pdf1962).Concept Learning: An Information Processing Problem. Wiley. google books1962).Principles of Neurodynamics: Perceptrons and the Theory of Brain Mechanisms. Spartan Books1963).Learning, Generality and Problem Solving. Memorandum RM-3285-1-PR pdf1964).An Information-processing Theory of Some Effects of Similarity, Familiarization, and Meaningfulness in Verbal Learning. Journal of Verbal Learning and Verbal Behavior, Vol. 3, No. 5, pdf## 1965 ...

1965).A multipurpose Theorem Proving Heuristic Program that learns. IFIP Congress 65, Vol. 21966).Game Playing and Game Learning Automata.Advances in Programming and Non-Numerical Computation, Leslie Fox (ed.), pp. 183-200. Oxford, Pergamon. » Includes Appendix:Rules of SOMACby John Maynard Smith, introduces Expectiminimax tree^{[14]}1966).Thoughts on the Development of Computer Learning Programs. Defense Technical Information Center1966).A new Machine-Learning Technique applied to the Game of Checkers. MIT, Project MAC, MAC-M-2931967).Some Studies in Machine Learning. Using the Game of Checkers. II-Recent Progress. pdf1969).Perceptrons.^{[15]}^{[16]}## 1970 ...

1970).A Pattern Recognition Program which uses a Geometry-Preserving Representation of Features. Technical Report #85, pdf1971).On the Uniform Convergence of Relative Frequencies of Events to Their Probabilities. Theory of Probability and its Applications, Vol. 16, No. 21972).Brain Function and Adaptive Systems - A Heterostatic Theory. Air Force Cambridge Research Laboratories, Special Reports, No. 133, pdf1972).Perceptrons: An Introduction to Computational Geometry. The MIT Press, 2nd edition with corrections1973).A Simulation of Memory for Chess Positions. Cognitive Psychology, Vol. 5, pp. 29-46. pdf1974).A Comparison and Evaluation of Three Machine Learning Procedures as Applied to the Game of Checkers. Artificial Intelligence, Vol. 5, No. 2 » Checkers## 1975 ...

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2015).Human-level control through deep reinforcement learning. Nature, Vol. 5182015).Adaptive Playouts in Monte Carlo Tree Search with Policy Gradient Reinforcement Learning. Advances in Computer Games 142015).Transfer Learning by Inductive Logic Programming. Advances in Computer Games 142015).Machine-Learning of Shape Names for the Game of Go. Advances in Computer Games 142015).Massively Parallel Methods for Deep Reinforcement Learning. arXiv:1507.042962015).Giraffe: Using Deep Reinforcement Learning to Play Chess. M.Sc. thesis, Imperial College London, arXiv:1509.01549v1 » Giraffe2015).Deep Reinforcement Learning with Double Q-learning. arXiv:1509.064612015).Prioritized Experience Replay. arXiv:1511.059522015).An Introduction to Machine Learning. Springer20162016).Dueling Network Architectures for Deep Reinforcement Learning. arXiv:1511.065812016).Fast seed-learning algorithms for games. CG 20162016).DeepChess: End-to-End Deep Neural Network for Automatic Learning in Chess. ICAAN 2016, Lecture Notes in Computer Science, Vol. 9887, Springer, pdf preprint » DeepChess^{[34]}^{[35]}2016).Deep Learning. MIT Press2016).Reinforcement Learning with Unsupervised Auxiliary Tasks. arXiv:1611.05397v120172017).Style Transfer Generative Adversarial Networks: Learning to Play Chess Differently. arXiv:1702.06762v1^{[36]}» Neural Networks## Forum Posts

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