april 15 2017 university of minnesota, morris division of ...alpha-beta alpha-beta is an improvement...
TRANSCRIPT
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Alpha-Beta Pruning in Chess Engines
Division of Science and Mathematics
University of Minnesota, Morris
April 15 2017
Otto Marckel
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1997: Kasparov vs Deep Blue
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https://espnfivethirtyeight.files.wordpress.com/2014/10/51659306crop.jpg?w=1824
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Outline● How Chess Engines think
● Search Trees
● Minimax
● Alpha-Beta
● Implementations in Chess Engines
● Enhancements
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How Chess Engines think
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Ways to play chess● Analysis, strategy, experience
● Possible moves
● Look at possible moves and evaluate
● Look ahead as far as we can and evaluate
● Solving chess, brute force
Look ahead as far as we can and evaluate.
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Solving chess, brute force .
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Search Trees
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Search Tree● The tree is created by each board state
one move apart
● Each node in a branch represents
alternating white and black moves
● V = c
1
f
1
+c
2
f
2
+...+c
n
f
n
● c
i
= value of one feature of the board
● f
i
= function for how important the c
i
is
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Adversarial Search Trees● The adversarial search tree
consists of nodes which captures
all the possible moves in the game
● Each move is represented in terms
of loss and gain for one of the
players
● Move of Max player is a circle
● Move of Min player is a triangle
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Adversarial Search Tree
● Used for multiple player
games
● Alternates who is making
a move
● Chess is a two-player,
zero-sum, perfect
information game
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Minimax
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Minimax● The minimax algorithm is a
decision rule used to minimize
the loss for the worst possible
case
● It returns the choice the
highest guaranteed value
without knowing the moves of
the other players
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2 8 1 9
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Minimax● Uses the adversarial search tree
● Space complexity of O(b
m
)
● b = max branching factor of the
search tree
● m = maximum depth of the search
space
● Chess is a finite game
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Alpha-Beta
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Alpha-Beta● Alpha-Beta is an improvement of minimax
● It allows for faster pruning
● Space complexity of O(b
m/2
) in best case, O(b
m
) in worst case
● Alpha value: best value for current player found so far
● Beta value: best value for opponent found so far
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α = -∞β = ∞
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-∞
∞ ∞
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α = -∞β = ∞
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-∞
∞ ∞
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α = -∞β = ∞
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-∞
∞ ∞
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α = -∞β = 2
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-∞
∞
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α = -∞β = 2
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-∞
∞
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α = -∞β = 2
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-∞
∞
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α = 2β = 2
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∞
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α = 2β = ∞
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∞
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α = 2β = ∞
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∞
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α = 2β = 1
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α = 2β = 1
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α = 2β = 1
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α = 2β = 1
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Implementations in Chess Engines
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What do we need to make a chess engine● Board representation
● Evaluating position
● Alpha-Beta
● Enhancements
● Chess shortcuts and improvements
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Board RepresentationPiece Centric
● Piece-Lists
● Piece-Sets
● Bitboards
Board Centric
● Mailbox
● 8x8 Board
● 10x12 Board
● 0x88
● Vector Attacks
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Board RepresentationPiece Centric
● Piece-Lists
Lists of the pieces on the board
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Board RepresentationPiece Centric
● Piece-Lists
● Piece-Sets
One bit for each piece inside a
32-bit word, similar to bitboards
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Board RepresentationPiece Centric
● Piece-Lists
● Piece-Sets
● Bitboards
64 bit sets with one for each piece
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Board RepresentationPiece Centric
● Piece-Lists
● Piece-Sets
● Bitboards
Board Centric
● Mailbox
Every square in a separately
addressable memory element
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Board RepresentationPiece Centric
● Piece-Lists
● Piece-Sets
● Bitboards
Board Centric
● Mailbox
● 8x8 Board
A two-dimensional array
containing piece and empty square
codes
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Board RepresentationPiece Centric
● Piece-Lists
● Piece-Sets
● Bitboards
Board Centric
● Mailbox
● 8x8 Board
● 10x12 Board
Similar to 8x8 with more squares
added to allow for knight jumps as
moves
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Board RepresentationPiece Centric
● Piece-Lists
● Piece-Sets
● Bitboards
Board Centric
● Mailbox
● 8x8 Board
● 10x12 Board
● 0x88
This uses one nibble to index the
piece or empty square
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Board RepresentationPiece Centric
● Piece-Lists
● Piece-Sets
● Bitboards
Board Centric
● Mailbox
● 8x8 Board
● 10x12 Board
● 0x88
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Evaluating PositionHistorically uses an evaluation polynomial:
V = c
1
f
1
+c
2
f
2
+...+c
n
f
n
Recent advancements:
● Using Neural Networks for Evaluation K Greer 2013
● Better storage of board
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Alpha-Beta● This is the best search method found so far K Greer 2013
● How deep to go:
○ Deep blue beat Kasparov with a search depth of 14-16
○ Computers would need a search depth of 19 to consistently beat the
current world champion
○ Modern computers search up to depth 35
● Move ordering, searching promising branches first
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Average score over 200 games irrespective of color
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The impact of search depth on chess playing strengthDiogo R. Ferreira ICGA 2013
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The impact of search depth on chess playing strengthDiogo R. Ferreira ICGA 2013
● Each move added or
removed significantly
changes engine strength
● Played using HOUDINI
1.5a 64-bit
● A search depth of 20 is
rated 2893.9, top human is
2838
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Average w
in
p
ercen
tage
Search depth
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Enhancements
● Limiting search space
○ Starting with more promising
branches and going deeper in
these
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Enhancements
● Limiting search space
● Iterative deepening
○ Starting the search shallow and
deepening
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Enhancements
● Limiting search space
● Iterative deepening
● Parallel computing
○ Giving each branch to a separate
core to speed up the search
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Enhancements
● Limiting search space
● Iterative deepening
● Parallel computing
● Uneven tree development
○ Chess is not the same depth
every option
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Enhancements
● Limiting search space
● Iterative deepening
● Parallel computing
● Uneven tree development
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Chess Shortcuts and Improvements● 3 parts of the game:
○ Opening
○ Middlegame
○ Endgame
● Principal Variation
○ A sequence of moves that
programs consider best and
expect to be played
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Information and search in computer chess Alexandru Godescu, ETH Zurich 2011
● Humans look at certain
pieces first to find the
best moves
● Using information theory
we can choose better
nodes and depth to
search
● These two things are
proven to have very
similar results
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No
des
Reduction of importance to information gaining moves
Decrease of importance of information moves vs plies
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● Humans look at certain
pieces first to find the
best moves
● Using information theory
we can choose better
nodes and depth to
search
● These two things are
proven to have very
similar results
67
No
des
Reduction of importance to information gaining moves
Decrease of importance of information moves
vs nodes increase
Information and search in computer chess Alexandru Godescu, ETH Zurich 2011
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Conclusion● Current chess engines are beyond human players
● Recent advancements in Engines relate largely to improving
evaluation of the board
● Chess Engines use more than Alpha-Beta
● Alpha-Beta is the most effective method for chess and the
one used in the engines
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Questions?
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● K Greer, Tree Pruning for new
search techniques in computer
games, Advances in Artificial
Intelligence, 2013
● Alexandru Godescu, Information
and search in computer chess, ETH
Zurich, 2011
● Diogo R. Ferreira, The impact of
search depth on chess playing
strength, ICGA, 2013
● GMC Haworth, Á Rusz, Position
Criticality in Chess Endgames,
Advances in Computer Games,
2011