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INTRODUCING A ROUND ROBIN
 TOURNAMENT INTO BLONDIE24


 Belal Al-Khateeb     Graham Kendall
bxk@cs.nott.ac.uk    gxk@cs.nott.ac.uk
      School of Computer Science
            (ASAP Group)
       University of Nottingham
Outline
2


    -Introduction
       - Checkers
       - Samuel’s Checkers Program
       - Chinook
       - Deep Blue
    - Blondie24
    - Blondie24-R
    - Blondie24-RR
    - Results and Discussion
    - Conclusion
    - Future Work
Checkers
3




        Opening Board of Checkers (Black moves first)
Checkers
4




             Black Forced to make Jump
         move
Checkers
5




               Black Gets King
Samuel’s Checkers Program
6



    - 1959, Arthur Samuel started to look at
      Checkers
      - The determination of weights through
        self-play
      - 39 Features
      - Included look-ahead via mini-max (Alpha-
         Beta)
      - Defeated Robert Nealy
Chinook
7



    - Produced by Jonathan Schaeffer in 1989.

    - 40,000 openings.

    - 8-piece endgame database in 1994.

    - Won the 1989 Computer Olympiad.

    - Chinook become the world champion. The
      first automated game player to have
      achieved this.
Deep Blue
8



    - Developed by IBM in mid 1990s.
    - An attempt to create a Chess program that
     was capable of beating the world champion
     at that time
    - 30 processors with parallel search, could
      evaluate up to 200 million chess positions
      per second
    - 8,000 different features
    - The opening database in Deep Blue
      consisted of 4,000 positions
Deep Blue
9



    - The end game database of Deep Blue
      consists of all positions with five or fewer
      chess pieces on the board.

    - Defeated Gary Kasparov in a six-game
      match in 1997 to become the first computer
      program to defeat a world Chess champion.
Blondie24
10



     - Produced by Fogel in 1999-2000
     - Neural network as an evaluation function.
     - Values for input nodes
        Red (Black) – positive
        White – negative
        Empty – zero

     - Piece differential
     - Subsections (sub-boards)
Blondie24
11




                 Blondie24’s EANN Architecture
Blondie24
12


     - Initial population of 30 neural networks
     (players).
     - Each neural network plays 5 games (as red)
       against 5 randomly chosen players:-
        +1 for a win
        0 for a draw
        -2 for a loss
     -Best 15 players retained, the other 15 players
      eliminated.
     -Copy the best 15 players (replacing the worst
Blondie24
13


     - Repeat the process for 840 generations and
       the best player after these generations is
       retained.

     - Played 165 games at zone.com.
     - Rating: 2045.85 at that time
     - In top 500 of over 120,000 players on
       zone.com at that time.

     - Better than 99.61% of registered players on
       zone.com
Blondie24
14




          Blondie24 Performance after 165 games on
                  zone.com
Blondie24-R
15


     - Has
         the same structure and architecture that
     Fogel utilised in Blondie24.

     - The only exception that the value of the King
       is fixed to 2.

     - The King is more valuable than an ordinary
       piece, and this is a well-known, even to
       novice players.
Blondie24-RR
16


     - Eliminate the randomness in the evolutionary
       phase of Blondie24-R.
     - A league competition between all the 30
       neural networks.
     - All the neural networks play against each
     other.
     - The total number of matches per generation
       will be 870 (30*29) rather than 150 (30*5).
     - This increase (number of matches) will
       decrease the number of generations (840
Results and Discussion
17




                    Blondie24-R   Blondie24-RR   Online   WinCheck3D         SX checkers




     Blondie24-R    -             Draw           Win      Lose (7-Piece)     Lose (8-Piece)



     Blondie24-RR   Win           -              Win      Lose (2-Pieces )   Lose (4-Pieces)




                          Results of Playing Against Selected Programs
Results and Discussion
18


     - Blondie24-RR plays two matches (one as red
       and one as white) against Blondie24-
       R, Blondie24-RR.

     - Wins as red against Blondie24-R.

     - The result is draw when Blondie24-RR moves
       second.

     - Reflects a success for our hypothesis based
       on the fact that both players are end
       products.
Results and Discussion
19


     - Blondie24-R and Blondie24-RR win against an
       online program which can be considered as
       another success.
     - Plays against two programs (strong).
     - For the first one Blondie24-RR lost with a two
       piece difference, Blondie24-R lost with a seven
       piece difference.
     - Playing against the second program shows
       that Blondie24-RR lost with a four piece
       difference, while Blondie24-R lost with an eight
Conclusion
20


     - The results show that Blondie24-RR is
       performing better than Blondie24-R.

     - Based on these results it would seem
       appropriate to use the league structure,
       instead of only choosing five random
       opponents to play against during the
       evolutionary phase.
Future Works
21



      - Investigate if other changes are possible.

      - Investigate using individual and social
        learning methods in order to enhance the
        ability of Blondie24-RR to overcome the
        problem of being an end product.
References
22


1- Samuel, A. L., Some studies in machine learning using the game of checkers 1959,1967.

2- Fogel D. B., Blondie24 Playing at the Edge of AI, United States of America Academic Press, 2002.

3- Chellapilla K. and Fogel, D. B., Anaconda defeats hoyle 6-0: A case study competing an evolved
  checkers program against commercially available software 2000.

4- Fogel D. B. and Chellapilla K., Verifying anaconda's expert rating by competing against Chinook:
  experiments in co-evolving a neural checkers player.

5- Chellapilla K. and Fogel D.B., Evolution, Neural Networks, Games, and Intelligence,” 1999..

6- Chellapilla K. and Fogel D. B., Evolving an expert checkers playing program without using human
  expertise.

7- Chellapilla K. and Fogel D. B., Evolving neural networks to play checkers without relying on
  expert knowledge.1999.
Questions/Discussions
23




                 Thank You

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Blondie24 (round robin) cig09 seminar

  • 1. INTRODUCING A ROUND ROBIN TOURNAMENT INTO BLONDIE24 Belal Al-Khateeb Graham Kendall bxk@cs.nott.ac.uk gxk@cs.nott.ac.uk School of Computer Science (ASAP Group) University of Nottingham
  • 2. Outline 2 -Introduction - Checkers - Samuel’s Checkers Program - Chinook - Deep Blue - Blondie24 - Blondie24-R - Blondie24-RR - Results and Discussion - Conclusion - Future Work
  • 3. Checkers 3 Opening Board of Checkers (Black moves first)
  • 4. Checkers 4 Black Forced to make Jump move
  • 5. Checkers 5 Black Gets King
  • 6. Samuel’s Checkers Program 6 - 1959, Arthur Samuel started to look at Checkers - The determination of weights through self-play - 39 Features - Included look-ahead via mini-max (Alpha- Beta) - Defeated Robert Nealy
  • 7. Chinook 7 - Produced by Jonathan Schaeffer in 1989. - 40,000 openings. - 8-piece endgame database in 1994. - Won the 1989 Computer Olympiad. - Chinook become the world champion. The first automated game player to have achieved this.
  • 8. Deep Blue 8 - Developed by IBM in mid 1990s. - An attempt to create a Chess program that was capable of beating the world champion at that time - 30 processors with parallel search, could evaluate up to 200 million chess positions per second - 8,000 different features - The opening database in Deep Blue consisted of 4,000 positions
  • 9. Deep Blue 9 - The end game database of Deep Blue consists of all positions with five or fewer chess pieces on the board. - Defeated Gary Kasparov in a six-game match in 1997 to become the first computer program to defeat a world Chess champion.
  • 10. Blondie24 10 - Produced by Fogel in 1999-2000 - Neural network as an evaluation function. - Values for input nodes Red (Black) – positive White – negative Empty – zero - Piece differential - Subsections (sub-boards)
  • 11. Blondie24 11 Blondie24’s EANN Architecture
  • 12. Blondie24 12 - Initial population of 30 neural networks (players). - Each neural network plays 5 games (as red) against 5 randomly chosen players:- +1 for a win 0 for a draw -2 for a loss -Best 15 players retained, the other 15 players eliminated. -Copy the best 15 players (replacing the worst
  • 13. Blondie24 13 - Repeat the process for 840 generations and the best player after these generations is retained. - Played 165 games at zone.com. - Rating: 2045.85 at that time - In top 500 of over 120,000 players on zone.com at that time. - Better than 99.61% of registered players on zone.com
  • 14. Blondie24 14 Blondie24 Performance after 165 games on zone.com
  • 15. Blondie24-R 15 - Has the same structure and architecture that Fogel utilised in Blondie24. - The only exception that the value of the King is fixed to 2. - The King is more valuable than an ordinary piece, and this is a well-known, even to novice players.
  • 16. Blondie24-RR 16 - Eliminate the randomness in the evolutionary phase of Blondie24-R. - A league competition between all the 30 neural networks. - All the neural networks play against each other. - The total number of matches per generation will be 870 (30*29) rather than 150 (30*5). - This increase (number of matches) will decrease the number of generations (840
  • 17. Results and Discussion 17 Blondie24-R Blondie24-RR Online WinCheck3D SX checkers Blondie24-R - Draw Win Lose (7-Piece) Lose (8-Piece) Blondie24-RR Win - Win Lose (2-Pieces ) Lose (4-Pieces) Results of Playing Against Selected Programs
  • 18. Results and Discussion 18 - Blondie24-RR plays two matches (one as red and one as white) against Blondie24- R, Blondie24-RR. - Wins as red against Blondie24-R. - The result is draw when Blondie24-RR moves second. - Reflects a success for our hypothesis based on the fact that both players are end products.
  • 19. Results and Discussion 19 - Blondie24-R and Blondie24-RR win against an online program which can be considered as another success. - Plays against two programs (strong). - For the first one Blondie24-RR lost with a two piece difference, Blondie24-R lost with a seven piece difference. - Playing against the second program shows that Blondie24-RR lost with a four piece difference, while Blondie24-R lost with an eight
  • 20. Conclusion 20 - The results show that Blondie24-RR is performing better than Blondie24-R. - Based on these results it would seem appropriate to use the league structure, instead of only choosing five random opponents to play against during the evolutionary phase.
  • 21. Future Works 21 - Investigate if other changes are possible. - Investigate using individual and social learning methods in order to enhance the ability of Blondie24-RR to overcome the problem of being an end product.
  • 22. References 22 1- Samuel, A. L., Some studies in machine learning using the game of checkers 1959,1967. 2- Fogel D. B., Blondie24 Playing at the Edge of AI, United States of America Academic Press, 2002. 3- Chellapilla K. and Fogel, D. B., Anaconda defeats hoyle 6-0: A case study competing an evolved checkers program against commercially available software 2000. 4- Fogel D. B. and Chellapilla K., Verifying anaconda's expert rating by competing against Chinook: experiments in co-evolving a neural checkers player. 5- Chellapilla K. and Fogel D.B., Evolution, Neural Networks, Games, and Intelligence,” 1999.. 6- Chellapilla K. and Fogel D. B., Evolving an expert checkers playing program without using human expertise. 7- Chellapilla K. and Fogel D. B., Evolving neural networks to play checkers without relying on expert knowledge.1999.
  • 23. Questions/Discussions 23  Thank You