Chess reinforcement learning by AlphaGo Zero methods

Discussion of chess software programming and technical issues.

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brianr
Posts: 536
Joined: Thu Mar 09, 2006 3:01 pm

Re: Chess reinforcement learning by AlphaGo Zero methods

Post by brianr »

Depends on your point of view. I've been doing computer chess since 1971, but not very well. Tinker is consistently in the top of the bottom third of engines. Hah. For me, it is about the journey.

Trying to understand the AZ approach and watching my gpu chew on the NN until things train a bit more is satisfying enough. The Leela Chess team is far ahead, like Fishtest with Stockfish, but holds real promise with a more crafted NN and tuning approach fueled by crowd-sourced horsepower.
Henk
Posts: 7220
Joined: Mon May 27, 2013 10:31 am

Re: Chess reinforcement learning by AlphaGo Zero methods

Post by Henk »

4673 output nodes and (8? *) 19 * 64 input nodes makes each network slow.
brianr
Posts: 536
Joined: Thu Mar 09, 2006 3:01 pm

Re: Chess reinforcement learning by AlphaGo Zero methods

Post by brianr »

Yup, which is why I started looking at tic-tac-toe.
That NN is very fast with the AZ approach.
Then, I looked at Othello.
Thanks to https://github.com/suragnair/alpha-zero-general

Its NN is considerably slower, but the game is far more complex.
Of course, it is another major complexity jump to chess.

Mangling: Don't bring a knife NN brain to a gunfight (chess or go) :