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Title: Graham Kendall Automated Scheduling, Optimisation and Planning Research Group (ASAP)


1
Graham KendallAutomated Scheduling, Optimisation
and Planning Research Group (ASAP)
MIU, July 2004
2
Contents
  • Checkers Why was it considered beaten?
  • Two approaches to Checkers
  • Poker (if time)

3
  • 1959. Arthur Samuel started to look at Checkers2
  • The determination of weights through self-play
  • 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
4
  • Samuelss program defeated Robert Nealy, although
    the victory is surrounded in controversy
  • Was he state champion?
  • Did he lose the game or did Samuel win?

5
Checkers Starting Position








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Checkers Moves








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Jumps are forced
Checkers Forced Jumps








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Red (Samuels Program)








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Getting to the back row gives a King
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White (Nealey)
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Red (Samuels Program)








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Forced Jump
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White (Nealey)
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Red (Samuels Program)








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Red (Samuels Program)








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Red (Samuels Program)








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What Move?
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Red (Samuels Program)








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Red (Samuels Program)








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  • 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

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Red (Samuels Program)








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  • 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

18
Red (Samuels Program)








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White (Nealey)
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Red (Samuels Program) After Move 25








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Red (Samuels Program) After Move 25








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What Move (5, 13 or 16)?
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White (Nealey)
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Computers Game Playing A Potted History
Red (Samuels Program) After Move 25








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Red (Samuels Program) After Move 25








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Red (Samuels Program) After Move 25








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Red (Samuels Program) After Move 25








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Red (Samuels Program) After Move 25








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Computers Game Playing A Potted History
Red (Samuels Program) After Move 25








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Red (Samuels Program) After Move 25








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Red (Samuels Program) After Move 25








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This checker is lost
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Red (Samuels Program) After Move 25








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Red (Samuels Program) After Move 25








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What Move (3, 6 or 19)?
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Red (Samuels Program) After Move 25








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Red (Samuels Program) After Move 25








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Red (Samuels Program) After Move 25








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Red (Samuels Program) After Move 25








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Red (Samuels Program) After Move 25








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Red (Samuels Program) After Move 25








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Red (Samuels Program) After Move 25








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  • Two Mistakes by Nealy
  • Allowing Samuel to get a King
  • Playing a move that led to defeat when there was
    a draw available

39
  • 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
    Samuels program. They won every game.

40
  • Checkers
  • Chinook
  • Blondie 24 (aka Anaconda)

41
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

42
Types of Games
  • Imperfect
  • Some of the game state is hidden
  • Examples include Poker, Cribbage, Bridge

43
Types of Games
  • Games with an element of chance
  • The game moves have some stochastic element
  • For example, Backgammon

44
Types of Games
Solved or Cracked Over Champion World Champion Grand-Master Amateur
Connect-Four Checkers (8x8) Chess Go (9x9) Go (19x19)
Qubic Othello Backgammon
Nine Mens 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
45
Case Study 1 Checkers
  • Samuels 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

46
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

47
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

48
Case Study 1 Checkers
  • Endgame database Started writing in May 1989
  • The 8-piece endgame database finished on February
    20th 1994

49
Case Study 1 Checkers
1 120
2 6,972
3 261,224
4 7,092,774
5 148,688,232
6 2,503,611,964
7 34,779,531,480
8 406,309,208,481
50
Case Study 1 Checkers
9 4,048,627,642,976
10 34,778,882,769,216
11 259,669,578,902,016
12 1,695,618,078,654,976
13 9,726,900,031,328,256
14 49,134,911,067,979,776
15 218,511,510,918,189,056
16 852,888,183,557,922,816
51
Case Study 1 Checkers
17 2,905,162,728,973,680,640
18 8,568,043,414,939,516,928
19 21,661,954,506,100,113,408
20 46,352,957,062,510,379,008
21 82,459,728,874,435,248,128
22 118,435,747,136,817,856,512
23 129,406,908,049,181,900,800
24 90,072,726,844,888,186,880
TOTAL 500,995,484,682,338,672,639
52
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.

53
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)

54
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.

55
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

56
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)

57
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

58
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)

59
Case Study 1 Checkers








defeating the world who had held the title for
40 years
Opening Game Database (40,000) moves
Hand Crafted Evaluation Function (a/b search)
Schaeffer J. One Jump Ahead Challenging Human
Supremacy in checkers, Springer, 1997
Won the World (Man Versus Machine) Championship in
1994
Marion Tinsley lost his 5th, 6th and 7th games
to Chinook
End Game Database (8-pieces)
60
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

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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

62
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 dont 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

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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

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Case Study 2 Anaconda
  • Samuels 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?

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Case Study 2 Anaconda
  • Newells 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 wouldnt 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
66
Later changed to an explicit piece differential
Case Study 2 Anaconda
HL11
HL21
I1
Evaluation used for MiniMax
O
I32
HL210
HL140
weights1741
67
Case Study 2 Anaconda








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Case Study 2 Anaconda
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All other neurons have an value of zero
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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

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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

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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

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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 lt200
Class D 1200-1399
73
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 1900s
  • 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

74
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 Samuels program
  • The challenge set by Newell had been met

75
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)

76
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

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Case Study 2 Anaconda








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Case Study 2 Anaconda








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Case Study 2 Anaconda








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Case Study 2 Anaconda








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Case Study 2 Anaconda








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31
32
82
Case Study 2 Anaconda








1
2
3
4
5
6
8
7
1 8x8 Overlapping squares
11
9
10
12
14
15
16
13
17
18
19
20
23
24
21
22
25
28
26
27
29
30
31
32
83
Case Study 2 Anaconda
  • The Next Development
  • 362516941 91 inputs
  • 5,046 weights

84
Case Study 2 Anaconda
HL1 (91 nodes)
HL2 (40 nodes)
HL3 (10 nodes)
36 3x3
I1
25 4x4
16 5x5
O
9 6x6
I32
4 7x7
1 8x8
Sum of 32 Board Inputs
weights5046
85
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?

86
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

87
Case Study 2 Anaconda
  • Playing Chinook8
  • In a ten match series against Chinnok novice
    level it had two wins, two losses and 4 draws

8 Fogel D. B. and Chellapilla K. Verifying
Anacondas expert rating by competing against
Chinook experiments in co-evolving a neural
checkers player, Neurocomputing 42 (2002) 69-86
88
Case Study 2 Anaconda
  • Blondie
  • The neural checkers player went through a number
    of names
  • David0111
  • Anaconda
  • Blondie24

89
Case Study 2 Anaconda
90
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
    Anacondas 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 2000857-863
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