An Experiment on Inductive Learning in Chess End Games

نویسندگان

  • R. S. Michalski
  • Pericles Negri
چکیده

Further progress in the application of computers to many practical fields seems to depend heavily on the success in implementing learning and inductive processes within machines. For example, to develop a consultation system for medical or plant disease diagnosis, prognosis and decision making in general, it is very desirable, perhaps even necessary, to be able to 'teach' the system through examples of correct and/or incorrect decisions, rather than by precisely describing the decision process in its full generality and then transforming this description into a computer program. A similar situation exists in computer chess. The development of computer programs playing at the master level (especially the end games) seems to be a formidable task if the programs are not eventually able to learn and improve on their decision making rules through the specific examples of games, rather than by being explicitly told all the rules. Due to easy access to human knowledge about chess and the relative simplicity of testing the results, chess is one of the most attractive testing domains for inductive inference programs. This report presents first results from an experiment on the application of an inductive learning program called AQVAL/1 developed at the University of Illinois, to chess end games. The experiments were to infer from examples the classification rules which distinguish the win position from the draw position in the single pawn end game (i.e., white king and pawn against black king). The problem of representing the human knowledge about this end game has been studied by Tan (Tan, 1972). The major and exceedingly significant result of his work is a comprehensive program which solves all known cases of this game (including all examples from Awerbach (Awerbach, 1958) and Fine (Fine, 1941). His approach, however, has certain strong limitations which make it not very prospective for the more complex end games. As Tan (/c. cit.) admits himself:

برای دانلود رایگان متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

منابع مشابه

DeepChess: End-to-End Deep Neural Network for Automatic Learning in Chess

We present an end-to-end learning method for chess, relying on deep neural networks. Without any a priori knowledge, in particular without any knowledge regarding the rules of chess, a deep neural network is trained using a combination of unsupervised pretraining and supervised training. The unsupervised training extracts high level features from a given position, and the supervised training le...

متن کامل

Learning to Play the Game of Chess

This paper presents NeuroChess, a program which learns to play chess from the final outcome of games. NeuroChess learns chess board evaluation functions, represented by artificial neural networks. It integrates inductive neural network learning, temporal differencing, and a variant of explanation-based learning. Performance results illustrate some of the strengths and weaknesses of this approach.

متن کامل

Using games in Oncology Teaching

Introduction:Educational methods can be classified into two groups: active methods and passive ones. Applying games is an active approach in teaching. The present study aimed at investigating the effect of games on teaching oncology. Methods: Twenty three medical students participated in the study. They took two class sessions of oncology. In the first session the basic principles and concepts...

متن کامل

Integration of Serious Games in Teaching English as a Foreign Language to Iranian Children

Nowadays computers are increasingly being incorporated into school curriculums and serious games are occupying the educational games markets. This article addressed the integration of serious games as tools for learning and teaching English in Iranian schools to zero-beginner students. An experiment was concluded using Computer Assisted Language Learning (CALL) to investigate the effectiveness ...

متن کامل

Learning the Piece Values for Three Chess Variants

A set of experiments for learning the values of chess pieces is described for the popular chess variants Crazyhouse Chess, Suicide Chess, and Atomic Chess. We follow an established methodology that relies on reinforcement learning from self-games. We attempt to learn piece values and the piecesquare tables for three chess variants. The piece values arrived at, are quite different from those of ...

متن کامل

ذخیره در منابع من


  با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید

عنوان ژورنال:

دوره   شماره 

صفحات  -

تاریخ انتشار 2013