No Arabic abstract
We analyze the structure of the state space of chess by means of transition path sampling Monte Carlo simulation. Based on the typical number of moves required to transpose a given configuration of chess pieces into another, we conclude that the state space consists of several pockets between which transitions are rare. Skilled players explore an even smaller subset of positions that populate some of these pockets only very sparsely. These results suggest that the usual measures to estimate both, the size of the state space and the size of the tree of legal moves, are not unique indicators of the complexity of the game, but that topological considerations are equally important.
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 of self-play style algorithms, mathematical details of the algorithm used, various potential future directions, and discuss most of the relevant work in the area of computer chess. Deep Pepper uses embedded knowledge to accelerate the training of the chess engine over a tabula rasa system such as Alpha Zero. We also release our code to promote further research.
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 functions that have been refined by human experts over several decades. In contrast, the AlphaGo Zero program recently achieved superhuman performance in the game of Go, by tabula rasa reinforcement learning from games of self-play. In this paper, we generalise this approach into a single AlphaZero algorithm that can achieve, tabula rasa, superhuman performance in many challenging domains. Starting from random play, and given no domain knowledge except the game rules, AlphaZero achieved within 24 hours a superhuman level of play in the games of chess and shogi (Japanese chess) as well as Go, and convincingly defeated a world-champion program in each case.
In this paper, we explore a new approach for automated chess commentary generation, which aims to generate chess commentary texts in different categories (e.g., description, comparison, planning, etc.). We introduce a neural chess engine into text generation models to help with encoding boards, predicting moves, and analyzing situations. By jointly training the neural chess engine and the generation models for different categories, the models become more effective. We conduct experiments on 5 categories in a benchmark Chess Commentary dataset and achieve inspiring results in both automatic and human evaluations.
We prove PSPACE-completeness of two classic types of Chess problems when generalized to n-by-n boards. A retrograde problem asks whether it is possible for a position to be reached from a natural starting position, i.e., whether the position is valid or legal or reachable. Most real-world retrograde Chess problems ask for the last few moves of such a sequence; we analyze the decision question which gets at the existence of an exponentially long move sequence. A helpmate problem asks whether it is possible for a player to become checkmated by any sequence of moves from a given position. A helpmate problem is essentially a cooperative form of Chess, where both players work together to cause a particular player to win; it also arises in regular Chess games, where a player who runs out of time (flags) loses only if they could ever possibly be checkmated from the current position (i.e., the helpmate problem has a solution). Our PSPACE-hardness reductions are from a variant of a puzzle game called Subway Shuffle.
We investigate the transfinite game values arising in infinite chess, providing both upper and lower bounds on the supremum of these values---the omega one of chess---with two senses depending on whether one considers only finite positions or also positions with infinitely many pieces. For lower bounds, we present specific infinite positions with transfinite game values of omega, omega^2, omega^2 times k, and omega^3. By embedding trees into chess, we show that there is a computable infinite chess position that is a win for white if the players are required to play according to a deterministic computable strategy, but which is a draw without that restriction. Finally, we prove that every countable ordinal arises as the game value of a position in infinite three-dimensional chess, and consequently the omega one of infinite three-dimensional chess is as large as it can be, namely, true omega one.