- Can it act as a moderator on TC?
Direct insults and flaming it might be able to detect as charter violation, cloning and legal issues with a long log history in computer chess? I doubt that.
- Can it write Chess Programming Wiki articles?
I did not try but I doubt that, still ~30% hallucinations, you can give ChatGPT some source code or a paper and it will write a summary, but you will have to fact check everything it produces, and it might be written on a low tech level, w/o expertise.
- Can it write a chess engine?
Yes it can:
YATT - Yet Another Turing Test
viewtopic.php?t=83919
I find it astonishing that it figures double negation in Negamax algorithm. But, engine might be on a ~1600 CCRL Elo level, and it imports external Python libraries for basic things like move generation.
- Can it contribute to Stockfish?
No, it would need to load a mental model of Stockfish chess engine, then ponder, then come up with ideas, then implement ideas, then test ideas (with ~10K games selfplay) then decide to commit changes or update mental model. <- This pipeline is currently not present, especially testing, but I think doable in general. Ofc, the whole process of mental model and ideas can be done by brute force method, just try every possible permutation of code generation, driven by some NN heuristic.
- Can it help me with my GPU chess engine?
No, I just tried, output is correct, but pretty low tech level IMHO:
Can you code a chess engine for the GPU in OpenCL?
Sure, I can help guide you on how to get started with coding a basic chess engine using OpenCL for the GPU! It’s a pretty ambitious task, but we can break it down into steps.
Here’s a rough outline of what the process would look like:
1. Understand Chess Engine Basics
You need a chess engine that can evaluate positions and make moves. The most common algorithm for this is Minimax, with Alpha-Beta Pruning to optimize the search tree.
You'll also need a board representation (bitboards are commonly used) and evaluation functions to assess the strength of positions.
2. GPU Parallelism in OpenCL
GPUs are great for parallel computation. In OpenCL, you can harness this by offloading heavy computation to be performed by multiple threads in parallel.
The search algorithm (like Minimax or Alpha-Beta) will need to be adapted for parallel execution, which is non-trivial. For example, you'd parallelize the evaluation of different branches of the game tree.
3. Design the Chess Engine
Board Representation: A 64-bit bitboard or a 120-square array can be used for the board state. For simplicity, a 64-bit board could represent the position as a bitmask.
Move Generation: This will have to be done in a way that is efficient for parallel execution, since you want to generate moves in parallel for each possible move.
Evaluation Function: The evaluation function could be simple (like material count, position evaluation) but can get more complex (like mobility, piece-square tables, king safety, etc.).
4. Implementing OpenCL
Kernel Design: You’ll create OpenCL kernels to perform the evaluation of board positions. One kernel could evaluate a game tree node, and another might perform move generation.
Buffer Management: Chess positions, moves, and other data need to be sent to and from the GPU using OpenCL buffers.
Parallel Search: You'll need to manage parallel search, where different threads search different branches of the game tree. Since Alpha-Beta pruning relies on shared knowledge about best scores, you'll need careful synchronization.
5. Integration with CPU
Initially, you might run the chess engine on the CPU and only offload parts of the computation (like move generation or evaluation) to the GPU. Eventually, you might want to move more parts of the search and evaluation process to the GPU.
High-Level Pseudocode Outline
Here’s some pseudocode to give you an idea of how it might look:
CPU Part: Chess Engine Logic
def evaluate(board):
# Call OpenCL kernel to evaluate board on GPU
result = gpu_evaluation_kernel(board)
return result
def minimax(board, depth, alpha, beta):
if depth == 0 or game_over(board):
return evaluate(board)
if maximizing_player:
max_eval = -infinity
for move in generate_moves(board):
eval = minimax(make_move(board, move), depth-1, alpha, beta)
max_eval = max(max_eval, eval)
alpha = max(alpha, eval)
if beta <= alpha:
break
return max_eval
else:
min_eval = infinity
for move in generate_moves(board):
eval = minimax(make_move(board, move), depth-1, alpha, beta)
min_eval = min(min_eval, eval)
beta = min(beta, eval)
if beta <= alpha:
break
return min_eval
OpenCL Kernel for Evaluation
__kernel void evaluate_board(__global const int* board, __global int* evaluation) {
int idx = get_global_id(0);
// Do something like evaluate the piece count for the board
evaluation[idx] = simple_evaluation_function(board[idx]);
}
Main Loop (CPU)
def main_loop():
while not game_over:
best_move = minimax(board, depth, -infinity, infinity)
make_move(board, best_move)
render(board)
Key Considerations:
Data Transfer: Transferring large amounts of data between CPU and GPU can be slow, so minimizing that will be important. Only transfer necessary data (like the board state).
OpenCL API: You'll need to set up OpenCL on your system, including initializing contexts, queues, buffers, and compiling kernels.
Parallelizing Search: You’ll have to break down the search into parts that can be done in parallel. For example, you could evaluate multiple game positions in parallel, but Alpha-Beta pruning is inherently sequential.
Do you have experience with OpenCL, or would you like help setting up the environment and explaining the more technical details step-by-step?
Can you help me with a parallel search algorithm running on a GPU in OpenCL, with thousands of parallel threads?
Yes, it is amazing that ChatGPT can produce such a level of knowledge, but it does not help, it is like on a pre-bachelor level, a CS student.Absolutely! Running a parallel search algorithm on a GPU in OpenCL with thousands of parallel threads is definitely possible, but it requires a careful design to take full advantage of GPU parallelism.
I’ll guide you through how you can structure the parallel search, breaking it down into smaller components. The core of this will be managing parallel branches of the game tree and ensuring efficient use of resources.
General Plan:
Parallel Minimax with Alpha-Beta Pruning
Traditional Minimax can be adapted for parallelism by evaluating independent branches in parallel.
Alpha-Beta Pruning can still be used but needs to be handled carefully because it relies on shared state (like alpha and beta values), which introduces complexity when parallelizing.
Breaking Down the Problem
You can assign a different thread to evaluate a different branch of the game tree.
Each thread will work on evaluating a move (or a set of moves) from a given board state.
Since Minimax is recursive, we’ll adapt it to handle parallel evaluations of the tree.
OpenCL Basics
Workgroups and Work-items: OpenCL allows you to use workgroups (a group of threads) to handle parallelism. Each work-item will handle a different move or branch.
Buffers: You’ll need to manage buffers that hold the board states, moves, and the results of evaluations.
Atomic Operations: OpenCL supports atomic operations, which can help with managing alpha and beta values when pruning.
1. Kernel for Parallel Minimax Evaluation
First, you need to define a kernel to evaluate different branches of the game tree. Each thread will evaluate a single move from the current board state.
__kernel void minimax_parallel(__global const int* board,
__global const int* moves,
__global int* results,
__global int* alpha,
__global int* beta,
const int depth) {
int idx = get_global_id(0); // Get the thread ID
// Get the move for this thread (board[idx] represents the current state)
int move = moves[idx];
// Generate the new board state after applying the move
int new_board = apply_move(board, move);
// Evaluate at a certain depth
int eval = evaluate_position(new_board);
if (depth == 0) {
// Base case: return evaluation at depth 0 (leaf node)
results[idx] = eval;
} else {
// Recursively apply the minimax algorithm at the next depth
int next_alpha = *alpha;
int next_beta = *beta;
if (eval > next_alpha) {
next_alpha = eval; // Update alpha (maximize)
}
if (eval < next_beta) {
next_beta = eval; // Update beta (minimize)
}
// Propagate results back to the CPU or between threads if needed
results[idx] = minimax_recursive(new_board, depth - 1, next_alpha, next_beta);
}
}
Notes:
The apply_move function should simulate the move and return the resulting board state.
The evaluate_position function should give an evaluation of the board (for example, a simple material evaluation or a more complex one).
We're handling the depth reduction in the minimax_recursive call, which means that at each step, we decrease the depth by 1 until we hit the leaf nodes.
Atomic operations or synchronization might be needed for shared variables like alpha and beta.
2. Manage Search Tree on CPU (Launch Kernel)
Now you’ll need to launch your OpenCL kernel from your CPU side, managing the entire search and the game tree. In this part, the CPU will manage the overall search while delegating evaluation tasks to the GPU.
Steps for CPU side:
Create OpenCL Buffers for storing the board state, moves, results, alpha, and beta values.
Dispatch Work: Launch the kernel with one thread per possible move.
Collect Results: After kernel execution, gather the results back to the CPU and determine the best move based on the evaluated scores.
import pyopencl as cl
import numpy as np
# Initialize OpenCL context and queue
platform = cl.get_platforms()[0]
device = platform.get_devices()[0]
context = cl.Context([device])
queue = cl.CommandQueue(context)
# Create OpenCL buffers
board_buffer = cl.Buffer(context, cl.mem_flags.READ_ONLY, size=board_size)
moves_buffer = cl.Buffer(context, cl.mem_flags.READ_ONLY, size=moves_size)
results_buffer = cl.Buffer(context, cl.mem_flags.WRITE_ONLY, size=results_size)
alpha_buffer = cl.Buffer(context, cl.mem_flags.READ_WRITE, size=alpha_size)
beta_buffer = cl.Buffer(context, cl.mem_flags.READ_WRITE, size=beta_size)
# Create a program and compile it
program_src = """
__kernel void minimax_parallel(...) { ... } // Kernel code
"""
program = cl.Program(context, program_src).build()
# Set kernel arguments
kernel = program.minimax_parallel
kernel.set_arg(0, board_buffer)
kernel.set_arg(1, moves_buffer)
kernel.set_arg(2, results_buffer)
kernel.set_arg(3, alpha_buffer)
kernel.set_arg(4, beta_buffer)
kernel.set_arg(5, depth)
# Launch kernel
global_work_size = (num_moves, ) # Each thread processes a move
local_work_size = (64, ) # Adjust as per GPU capability
cl.enqueue_nd_range_kernel(queue, kernel, global_work_size, local_work_size)
# Read results from GPU
results = np.zeros(results_size, dtype=np.int32)
cl.enqueue_copy(queue, results, results_buffer).wait()
# Post-process the results to determine the best move
best_move = np.argmax(results)
3. Handling Alpha-Beta Pruning with Parallel Threads
Alpha-Beta pruning needs to be handled carefully since different threads may encounter the same alpha and beta values. OpenCL does not directly support shared memory between threads (like OpenMP does), so you will need to manage this through:
Atomic Operations: If multiple threads might update the same variable, you can use atomic functions to safely update alpha and beta.
Synchronization: After kernel execution, you’ll need to merge the results from all threads, considering the pruning values.
Here's an example of how you could do atomic operations on alpha and beta in OpenCL:
__kernel void minimax_parallel_with_pruning(__global const int* board,
__global const int* moves,
__global int* results,
__global int* alpha,
__global int* beta,
const int depth) {
int idx = get_global_id(0); // Thread index
int move = moves[idx];
int new_board = apply_move(board, move);
int eval = evaluate_position(new_board);
if (depth == 0) {
results[idx] = eval;
} else {
int next_alpha = *alpha;
int next_beta = *beta;
if (eval > next_alpha) {
atomic_max(alpha, eval); // Atomically update alpha
}
if (eval < next_beta) {
atomic_min(beta, eval); // Atomically update beta
}
results[idx] = minimax_recursive(new_board, depth - 1, next_alpha, next_beta);
}
}
4. Performance Considerations
Workgroup Size: You should adjust the workgroup size to fit the GPU hardware. Typically, 64 or 256 work-items per workgroup is optimal for many GPUs.
Memory Usage: Use efficient memory management to store board states and move lists. Buffer sizes need to be carefully managed since GPUs typically have limited memory.
Synchronization: Synchronization between threads can be a challenge, especially with Alpha-Beta pruning. Ensure that you minimize unnecessary synchronization and optimize the kernel to minimize memory contention.
Let me know if you want to dive deeper into any of the steps or need further clarifications! We can also adjust the complexity or add additional optimizations as needed.
Maybe once it has real reasoning implemented, it can figure things out in multiple steps, and come up with new ideas or reach a deeper tech level, dunno.
My conclusion: ChatGPT is currently on computer science student level, I am waiting that it finishes its bachelor and master degree.
What's your take on LLMs in computer chess? Any practical value?
--
Srdja