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This project aimed to create a program that will "learn" to play chess from a set of
data gathered from skilled players. Machine learning makes it so that a program will be
able to find the most optimal way to complete the task it is assigned to do. We
hypothesized that it is possible to train a high level chess engine using limited data from
chess matches played by highly rated players. This is important because applying
machine learning to chess can give us insight into a world of possibilities in other areas.
This project required only a computer and a chessboard, no other materials. There was
also no safety risks to any of the participants. In order to start this project we had to have
permission from Erik Bernhardsson to use a program titled “deep-pink”. Once we were
Chess is a game with finite legal positions, meaning that a theoretical “solution”
to chess could potentially be derived. However, since there are 10^43 possible positions
in chess, it would take nearly infinite computing power to calculate this solution. We
determine the best move for a given position on the board) based on the game data of
highly rated chess players. To do this, we modified the “deep-pink” chess engine (written
by Erik Bernhardsson) which uses a 3 layer convolutional neural network (CNN) trained
on over 100 million chess games to approximate an evaluation function. We trained our
model using game data from the FICS Games Database of chess games played at an
average of 2000 elo. To test the performance of our “deep red” model in comparison to
the older “deep-pink” model, we had both models play against human players and the
it can be concluded that even though it was given higher quality data, the program is
unable to beat people that make less than optimal moves. Deep-pink was able to
capitalize on more mistakes, while Deep-red was able to put players in more difficult
positions (however, it tended to leave pieces open). Machine learning shows promising
potential, but can still be outclassed by people if it is not given sufficient time. Deep-red
made poor moves when its opponent made a move that was not optimal. This makes
sense since it was trained using high quality data, and not data from players who made
mistakes. Given some more time, and a wider spectrum of data, the program would likely
References:
A Tour of Machine Learning Algorithms. (2017, February 21). Retrieved from
https://machinelearningmastery.com/a-tour-of-machine-learning-algorithms/
David, O. E., Herik, H. J., Koppel, M., & Netanyahu, N. S. (2014). Genetic Algorithms for
Erik Bernhardsson. (2014, November 29). Deep learning for... chess. Retrieved from
https://erikbern.com/2014/11/29/deep-learning-for-chess.html
Faggella, D. (n.d.). What is Machine Learning? | Emerj - Artificial Intelligence Research and
http://www.sas.com/en_us/insights/analytics/machine-learning.html