Games Computers (cannot) Play Graham Kendall Automated Scheduling, Optimisation and Planning Research Group (ASAP) MIU, July 2004 Games Computers (cannot) Play Contents Checkers: Why was it considered “beaten”? Two approaches to Checkers Poker (if time) Games Computers (cannot) Play 1959. Arthur Samuel started to look at Checkers2 The determination of weights through selfplay 39 Features Included look-ahead via mini-max 2 Samuel A. Some studies in machine learning using the game of checkers. IBM J. Res. Develop. 3 (1959), 210-229 Games Computers (cannot) Play Samuels’s program defeated Robert Nealy, although the victory is surrounded in controversy Was he state champion? Did he lose the game or did Samuel win? Games Computers (cannot) Play Checkers Starting Position 1 5 2 6 9 21 15 18 19 26 30 12 16 23 22 25 29 11 10 17 8 7 14 13 4 3 20 24 28 27 31 32 Games Computers (cannot) Play Checkers Moves 1 5 2 6 9 Pieces10 can only move 11 diagonally forward 17 21 15 18 19 26 30 12 16 23 22 25 29 8 7 14 13 4 3 20 24 28 27 31 32 Games Computers (cannot) Play Jumps are forced Checkers Forced Jumps 1 5 2 6 9 21 15 18 19 26 30 12 16 23 22 25 29 11 10 17 8 7 14 13 4 3 20 24 28 27 31 32 Games Computers (cannot) Play Red (Samuel’s Program) K1 5 2 6 9 21 15 18 22 25 29 11 10 17 8 7 14 13 4 3 12 16 19 20 23 Getting to the back24 row gives a King 28 26 27 30 31 White (Nealey) 32 Games Computers (cannot) Play Red (Samuel’s Program) 1 5 2 6 4 3 8 7 Forced Jump 9 17 21 18 19 26 30 12 16 23 22 25 29 15 14 13 11 10 20 24 28 27 31 White (Nealey) 32 Games Computers (cannot) Play Red (Samuel’s Program) 1 5 2 6 9 21 15 18 19 26 30 12 16 23 22 25 29 11 10 17 8 7 14 13 4 3 20 24 28 27 31 White (Nealey) 32 Games Computers (cannot) Play Strong (Try to keep) Red (Samuel’s Program) Trapped 1 5 2 6 9 21 15 18 19 26 30 16 23 22 25 29 11 10 17 8 7 14 13 4 3 24 28 27 31 White (Nealey) Only 12 advance to Square 28 20 32 Games Computers (cannot) Play Red (Samuel’s Program) 1 What Move? 5 2 6 9 21 15 18 19 26 30 12 16 23 22 25 29 11 10 17 8 7 14 13 4 3 20 24 28 27 31 White (Nealey) 32 Games Computers (cannot) Play Red (Samuel’s Program) 1 5 2 6 9 21 15 18 19 26 30 12 16 23 22 25 29 11 10 17 8 7 14 13 4 3 20 24 28 27 31 White (Nealey) 32 Games Computers (cannot) Play Red (Samuel’s Program) 1 5 2 6 9 21 15 18 19 26 30 12 16 23 22 25 29 11 10 17 8 7 14 13 4 3 20 24 28 27 31 White (Nealey) 32 Games Computers (cannot) Play This was a very poor move. It allowed Samual to retain his “Triangle of Oreo” AND.. By moving his checker from 19 to 24 it guaranteed Samuel a King This questioned how strong a player Nealy really was Games Computers (cannot) Play Red (Samuel’s Program) 1 5 2 6 9 21 15 18 19 26 30 12 16 23 22 25 29 11 10 17 8 7 14 13 4 3 20 24 28 27 31 White (Nealey) 32 Games Computers (cannot) Play This was a very poor move. It allowed Samual to retain his “Triangle of Oreo” AND.. By moving his checker from 19 to 24 it guaranteed Samuel a King This questioned how strong a player Nealy really was Games Computers (cannot) Play Red (Samuel’s Program) 1 5 2 6 9 21 15 18 19 26 30 12 16 23 22 25 29 11 10 17 8 7 14 13 4 3 20 24 28 27 31 White (Nealey) 32 Games Computers (cannot) Play Red (Samuel’s Program) : After Move 25 1 5 2 6 9 21 15 18 16 23 26 30 12 19 K 22 25 29 11 10 17 8 7 14 13 4 3 20 24 28 27 31 White (Nealey) 32 Games Computers (cannot) Play Red (Samuel’s Program) : After Move 25 1 5 2 6 9 11 10 17 21 15 18 26 30 16 23 What Move (5, 13 or 16)? 29 12 19 K 22 25 8 7 14 13 4 3 31 White (Nealey) 20 24 28 27 32 Games Computers (cannot) Play Computers & Game Playing : A Potted History Red (Samuel’s Program) : After Move 25 1 5 2 6 9 21 15 18 16 23 26 30 12 19 K 22 25 29 11 10 17 8 7 14 13 4 3 20 24 28 27 31 White (Nealey) 32 Games Computers (cannot) Play Red (Samuel’s Program) : After Move 25 1 5 2 6 9 13 29 11 10 K 22 25 12 16 19 23 26 30 8 7 16-12 then 5-1, Chinook 15 14 said would 18be a draw 17 21 4 3 20 24 28 27 31 White (Nealey) 32 Games Computers (cannot) Play Red (Samuel’s Program) : After Move 25 1 5 2 6 9 21 15 18 16 23 26 30 12 19 K 22 25 29 11 10 17 8 7 14 13 4 3 20 24 28 27 31 White (Nealey) 32 Games Computers (cannot) Play Red (Samuel’s Program) : After Move 25 1 5 2 6 9 21 15 18 16 23 26 30 12 19 K 22 25 29 11 10 17 8 7 14 13 4 3 20 24 28 27 31 White (Nealey) 32 Games Computers (cannot) Play Red (Samuel’s Program) : After Move 25 1 5 2 6 9 21 15 18 16 23 26 30 12 19 K 22 25 29 11 10 17 8 7 14 13 4 3 20 24 28 27 31 White (Nealey) 32 Games Computers (cannot) Play Computers & Game Playing : A Potted History Red (Samuel’s Program) : After Move 25 1 5 2 6 9 21 15 18 16 23 26 30 12 19 K 22 25 29 11 10 17 8 7 14 13 4 3 20 24 28 27 31 White (Nealey) 32 Games Computers (cannot) Play Red (Samuel’s Program) : After Move 25 1 5 2 6 9 21 15 18 16 23 26 30 12 19 K 22 25 29 11 10 17 8 7 14 13 4 3 20 24 28 27 31 White (Nealey) 32 Games Computers (cannot) Play Red (Samuel’s Program) : After Move 25 1 5 2 6 9 13 21 11 15 30 19 23 26 12 16 K 18 22 25 29 8 7 10 This14 checker 17 is lost 4 3 20 24 28 27 31 White (Nealey) 32 Games Computers (cannot) Play Red (Samuel’s Program) : After Move 25 1 5 2 6 9 15 26 30 19 23 22 12 16 K 18 25 29 11 10 17 21 8 7 14 13 4 3 20 24 28 27 31 White (Nealey) 32 Games Computers (cannot) Play Red (Samuel’s Program) : After Move 25 K 1 5 2 6 9 11 10 17 21 8 7 15 14 13 25 19 23 26 30 20 24 28 27 What Move (3, 6 or 19)? 29 12 16 K 18 22 4 3 31 White (Nealey) 32 Games Computers (cannot) Play Red (Samuel’s Program) : After Move 25 K 1 5 2 6 9 13 21 11 10 22 25 29 8 7 14 This checker 17 could run 18 (to 10) but.. 15 12 16 K 19 23 26 30 4 3 20 24 28 27 31 White (Nealey) 32 Games Computers (cannot) Play Red (Samuel’s Program) : After Move 25 K 1 5 2 6 9 15 26 30 19 23 22 12 16 K 18 25 29 11 10 17 21 8 7 14 13 4 3 20 24 28 27 31 White (Nealey) 32 Games Computers (cannot) Play Red (Samuel’s Program) : After Move 25 K 1 5 2 6 9 21 26 30 16 19 23 22 12 K 15 18 25 29 11 10 17 8 7 14 13 4 3 20 24 28 27 31 White (Nealey) 32 Games Computers (cannot) Play Red (Samuel’s Program) : After Move 25 K Forced Jump 1 5 2 6 9 21 26 30 16 19 23 22 12 K 15 18 25 29 11 10 17 8 7 14 13 4 3 20 24 28 27 31 White (Nealey) 32 Games Computers (cannot) Play Red (Samuel’s Program) : After Move 25 1 5 2 6 17 21 26 30 16 19 23 22 12 K 15 18 25 29 11 10 14 13 8 7 K 9 4 3 20 24 28 27 31 White (Nealey) 32 Games Computers (cannot) Play Red (Samuel’s Program) : After Move 25 1 5 2 6 17 21 26 30 16 19 23 22 12 K 15 18 25 29 11 10 14 13 8 7 K 9 4 3 20 24 28 27 31 White (Nealey) 32 Games Computers (cannot) Play Red (Samuel’s Program) : After Move 25 1 Victory 5 6 9 17 21 11 15 18 19 26 30 12 16 23 22 25 8 7 14 4 3 10 K 13 29 2 20 24 28 27 31 White (Nealey) 32 Games Computers (cannot) Play Two Mistakes by Nealy Allowing Samuel to get a King Playing a move that led to defeat when there was a draw available Games Computers (cannot) Play The next year a six match rematch was won by Nealy 5-1. Three years later (1966) the two world championship challengers (Walter Hellman and Derek Oldbury) played four games each against Samuel’s program. They won every game. Games Computers (cannot) Play Checkers Chinook Blondie 24 (aka Anaconda) Games Computers (cannot) Play Types of Games Perfect Each Player has complete knowledge of the game state Usually only two players, who take alternate turns Examples include Chess, Checkers, Awari, Connect-Four, Go, Othello Games Computers (cannot) Play Types of Games Imperfect Some of the game state is hidden Examples include Poker, Cribbage, Bridge Games Computers (cannot) Play Types of Games Games with an element of chance The game moves have some stochastic element For example, Backgammon Games Computers (cannot) Play Types of Games Solved or Cracked Over World Champion Champion Connect-Four Checkers (8x8) Chess Qubic Othello Backgammon GrandMaster Go (9x9) Amateur Go (19x19) Nine Men’s Morris Go_moku Awari 6 Jaap van den Herik H., Uiterwijk and van Rijswijck J. Games Solved: Now and in the future. Artificial Intelligence 134 (2002) 277-311 Games Computers (cannot) Play Case Study 1: Checkers Samuel’s work, perhaps, restricted the research into Checkers until 1989 when Jonathan Schaeffer began working on Chinook He had two aims To develop the worlds best checkers player To “solve” the game of checkers Games Computers (cannot) Play Case Study 1: Checkers Chinook, at its heart, had an evaluation function Piece count (+30% for a King) Runaway checker “Dog Hole” The weights were hand-tuned Games Computers (cannot) Play Case Study 1: Checkers Opening game database from published work (with corrections they found) Initially 4000 openings, leading to an eventual 40,000 “Cooks” – innovative lines of play that could surprise an opponent The aim was to take opponents into unknown territory Games Computers (cannot) Play Case Study 1: Checkers Endgame database: Started writing in May 1989 The 8-piece endgame database finished on February 20th 1994 Games Computers (cannot) Play Case Study 1: Checkers 1 2 3 4 5 6 7 8 120 6,972 261,224 7,092,774 148,688,232 2,503,611,964 34,779,531,480 406,309,208,481 Games Computers (cannot) Play Case Study 1: Checkers 9 10 11 12 13 14 15 16 4,048,627,642,976 34,778,882,769,216 259,669,578,902,016 1,695,618,078,654,976 9,726,900,031,328,256 49,134,911,067,979,776 218,511,510,918,189,056 852,888,183,557,922,816 Games Computers (cannot) Play Case Study 1: Checkers 17 18 19 20 21 22 23 24 TOTAL 2,905,162,728,973,680,640 8,568,043,414,939,516,928 21,661,954,506,100,113,408 46,352,957,062,510,379,008 82,459,728,874,435,248,128 118,435,747,136,817,856,512 129,406,908,049,181,900,800 90,072,726,844,888,186,880 500,995,484,682,338,672,639 Games Computers (cannot) Play Case Study 1: Checkers With a 4-piece database Chinook won the 1989 Computer Olympiad In the 1990 US National Checkers Championship Chinook was using a 6-piece database. It came second, to Marion Tinsley, defeating Don Lafferty on the way who was regarded at the worlds second best player. Games Computers (cannot) Play Case Study 1: Checkers Marion Tinsley Held the world championship from 1951 to 1994 Before playing Chinook, Tinsley only lost 4 competitive games (no matches) Games Computers (cannot) Play Case Study 1: Checkers The winner of the US Championship has the right to play for the world championship. Finishing second (with Tinsley first) entitled Chinook to play for the world championship The American Checkers Federation (ACF) and the European Draughts Association (ADF) refused to let a machine compete for the title. Games Computers (cannot) Play Case Study 1: Checkers In protest, Tinsley resigned The ACF and EDF, created a new world championship, “man versus machine” and named Tinsley as the world champion. At this time Tinsley was rated at 2812, Chinook was rated at 2706 Games Computers (cannot) Play Case Study 1: Checkers The match took place 17-29 Aug 1992. The $300,000 computer used in the tournament ran at about half the speed of a 1GHz PC The match finished 4-2 in favour of Tinsley (with 34 draws) Games Computers (cannot) Play Case Study 1: Checkers A 32 game rematch was held in 1994 8-piece end game Processors four times as fast (resulted in a factor of 2 speed up due to more complex evaluation function and the overhead of parallel processing) Opening book of 40,000 moves In preparation Chinook no losses in 94 games against Grandmasters Games Computers (cannot) Play Case Study 1: Checkers Six games in (1-1, with 4 draws) Tinsley resigned for health reasons. His symptoms were later diagnosed as pancreatic cancer. Tinsley died on 3rd April 1995 (aged 68). Undoubtedly the best player ever to have lived Chinook was crowned the man versus machine champion. The first automated game player to have achieved this. A 20-match with Don Lafferty resulted in a draw (1-1, with 18 draws) Games Computers (cannot) Play Case Study 1: Checkers …defeating the world who Opening Game Database had held the title (40,000) moves for 40 years Schaeffer J. One Jump Ahead: Won the World (Man Challenging Human Supremacy Versus Machine) in checkers, Springer, 1997 Championship in 1994… Marion Tinsley lost his 5th, End Game Database 6th and 7th games to (8-pieces) Chinook Games Computers (cannot) Play Case Study 2: Anaconda Project started in the summer of 1998, following a conversation between David Fogel and Kumar Chellapilla It was greatly influenced by the recent defeat of Kasparov by Deep Blue Chess was seen as too complex so “draughts” was chosen instead The aim is to evolve a player – rather than build in knowledge Games Computers (cannot) Play Case Study 2: Anaconda Reject inputting into a neural network what humans think might be important Reject inputting any direct knowledge into the program Reject trying to optimise the weights for an evaluation function Games Computers (cannot) Play Case Study 2: Anaconda The Gedanken Experiment I offer to sit down and play a game with you. We sit across an 8x8 board and I tell you the legal moves We play five games, only then do I say “You got 7 points.”I don’t tell you if you won or lost We play another five games and I say “You got 5 points” You only know “higher is better” Games Computers (cannot) Play Case Study 2: Anaconda The Gedanken Experiment How long would it take you to become an expert at this game? We cannot conduct this experiment but we can get a computer to do it Games Computers (cannot) Play Case Study 2: Anaconda Samuel’s Challenge: “Can we design a program that would invent its own features in a game of checkers and learn how to play, even up to the level of an expert?” Games Computers (cannot) Play Case Study 2: Anaconda Newell’s Challenge: “Could the program learn just by playing games against itself and receiving feedback, not after each game, but only after a series of games, even to the point where the program wouldn’t even know which programs had been won or lost?” Newell (and Minsky)7 believed that this was not possible, arguing that the way forward was to solve the credit assignment problem. 7 Minsky M. Steps Towards Artificial Intelligence. Proceedings of the IRE, 1961, 8-30 Games Computers (cannot) Play Later changed to Case Study 2: Anaconda an explicit piece differential I1 . . . HL11 . . . HL21 . . . O Evaluation used for MiniMax I32 HL140 HL210 # weights=1741 Games Computers (cannot) Play Case Study 2: Anaconda 1 2 5 6 9 21 18 19 26 30 12 16 23 22 25 29 11 15 14 17 8 7 10 K 13 4 3 20 24 28 27 31 32 Games Computers (cannot) Play Case Study 2: Anaconda +1 1 +1 7 +1 8 -K 14 -1 25 -1 27 All other neurons have an value of zero Games Computers (cannot) Play Case Study 2: Anaconda Algorithm Initialise 30 Networks Each network played 5 games as red against random opponents Games were played to completion or until 100 moves had been made (a draw) +2 for a win, 0 for a draw, -1 for a loss 15 best performing networks were saved for the next generation and copies were mutated Games Computers (cannot) Play Case Study 2: Anaconda Observations The points for a win, lose draw were set such that wins were encouraged. No experimentation with different values were tried Players could play a different number of games. This was, purposefully, not taken into account Mutation was carried out using an evolutionary strategy Games Computers (cannot) Play Case Study 2: Anaconda After 10 Generations After 10 generations the best neural network was able to beat both its creators and a simple (undergraduate project) program which, by the authors admission was “weak” Note: 400MHz PC Games Computers (cannot) Play Case Study 2: Anaconda ACF Ratings Grand (Senior) Master 2400+ Class E 1000-1199 Master 2200-2399 Class F 800-999 Expert 2000-2199 Class G 600-799 Class A 1800-1999 Class H 400-599 Class B 1600-1799 Class I 200-399 Class C 1400-1599 Class J <200 Class D 1200-1399 Games Computers (cannot) Play Case Study 2: Anaconda After 100 Generations Playing on zone.com Initial rating = 1600 Beat a player ranked at 1800 but lost against a player in the mid 1900’s After 10 games their ranking had improved to 1680. After 100 games it had improved to 1750 Typically a 6-ply search but often 8-ply Games Computers (cannot) Play Case Study 2: Anaconda Observations The highest rating it achieved was 1825 The evolved King value was 1.4, which agrees with perceived wisdom that a king is worth about 1.5 of a checker In 100 generations a neural network had been created that was competitive with humans It surpassed Samuel’s program The challenge set by Newell had been met Games Computers (cannot) Play Case Study 2: Anaconda The Next Development Alpha-Beta Pruning introduced and evolved over 250 generations Over a series of games, Obi_WanThe Jedi defeated a player rated at 2134 (48 out of 40,000 registered) and also beat a player rated 2207 (ranked 18) Final rating was 1902 (taking into account the different orderings of the games) Games Computers (cannot) Play Case Study 2: Anaconda The Next Development Spatial nature of the board was introduced as at the moment it just “saw” the board as a vector of length 32 Games Computers (cannot) Play Case Study 2: Anaconda 1 5 2 6 9 17 21 36 3x3 Overlapping squares 10 29 26 12 16 19 23 22 30 11 15 18 25 8 7 14 13 4 3 20 24 28 27 31 32 Games Computers (cannot) Play Case Study 2: Anaconda 1 5 2 6 9 17 21 25 4x4 Overlapping squares 15 18 26 30 12 16 19 23 22 8 11 10 25 29 7 14 13 4 3 20 24 28 27 31 32 Games Computers (cannot) Play Case Study 2: Anaconda 1 5 2 6 9 17 21 16 5x5 Overlapping squares 10 29 26 12 16 19 23 22 30 11 15 18 25 8 7 14 13 4 3 20 24 28 27 31 32 Games Computers (cannot) Play Case Study 2: Anaconda 1 5 2 6 9 17 21 9 6x6 Overlapping squares 10 29 26 12 16 19 23 22 30 11 15 18 25 8 7 14 13 4 3 20 24 28 27 31 32 Games Computers (cannot) Play Case Study 2: Anaconda 1 5 2 6 9 17 21 4 7x7 Overlapping squares 10 29 26 12 16 19 23 22 30 11 15 18 25 8 7 14 13 4 3 20 24 28 27 31 32 Games Computers (cannot) Play Case Study 2: Anaconda 1 5 2 6 9 17 21 1 8x8 Overlapping squares 10 29 26 12 16 19 23 22 30 11 15 18 25 8 7 14 13 4 3 20 24 28 27 31 32 Games Computers (cannot) Play Case Study 2: Anaconda The Next Development 36+25+16+9+4+1 = 91 inputs 5,046 weights Games Computers (cannot) Play Case Study 2: Anaconda 36 3x3 I1 HL1 HL2 HL3 (91 nodes) (40 nodes) (10 nodes) 25 4x4 . . . 9 6x6 I32 4 7x7 16 5x5 O 1 8x8 Sum of 32 Board Inputs # weights=5046 Games Computers (cannot) Play Case Study 2: Anaconda 2 months and 230 generations later!! After 100 games the rating was 1929 A 27 point increase over the previous network. Nice but not decisive Maybe it was due to there being three times more weights but the training period was the same? Games Computers (cannot) Play Case Study 2: Anaconda 6 months and 840 generations later!! After 165 games it was rated at 2045.85 (sd 33.94) Rated in the top 500 at zone.com (of the 120,000 players now registered) That is better than 99.61% of the players Games Computers (cannot) Play Case Study 2: Anaconda Playing Chinook8 In a ten match series against Chinnok novice level it had two wins, two losses and 4 draws Fogel D. B. and Chellapilla K. Verifying Anaconda’s expert rating by competing against Chinook: experiments in co-evolving a neural checkers player, Neurocomputing 42 (2002) 69-86 8 Games Computers (cannot) Play Case Study 2: Anaconda Blondie The neural checkers player went through a number of names David0111 Anaconda Blondie24 Games Computers (cannot) Play Case Study 2: Anaconda Games Computers (cannot) Play Case Study 2: Anaconda References Fogel D.B. Blondie24: Playing at the Edge of AI, Morgan Kaufmann, 2002 Fogel D. B. and Chellapilla K. Verifying Anaconda’s expert rating by competing against Chinook: experiments in co-evolving a neural checkers player, Neurocomputing 42 (2002) 69-86 Chellapilla K and Fogel D. B. Evolving neural networks to play checkers without expert knowledge. IEEE Trans. Neural Networks 10(6):1382-1391, 1999 Chellapilla K and Fogel D. B.Evolution, neural networks, games, and intelligence, Proc. IEEE 87(9):1471-1496. 1999 Chellapilla K and Fogel D. B. Evolving an expert checkers playing program without relying on human expertise. IEEE Trans. Evolutionary Computation, 2001 Chellapilla K and Fogel D. B. Anaconda Defeats Hoyle 6-0: A Case Study Competing an Evolved Checkers Program Against Commercially Available Software. Proc. Of CEC 2000:857-863
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