chess
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When solving decision-making tasks, humans typically depend on information from two key sources: (1) Historical policy data, which provides interaction replay from the environment, and (2) Analytical insights in natural language form, exposing the invaluable thought process or strategic considerations. Despite this, the majority of preceding research focuses on only one source: they either use historical replay exclusively to directly learn policy or value functions, or engaged in language model training utilizing mere language corpus. In this paper, we argue that a powerful autonomous agent should cover both sources. Thus, we propose ChessGPT, a GPT model bridging policy learning and language modeling by integrating data from these two sources in Chess games. Specifically, we build a large-scale game and language dataset related to chess.
A Game Plan for the AI Boom
Ten years ago, AlphaGo trounced human competitors--and its legacy is still present in today's most advanced bots. Thore Graepel may have been the first human to be vanquished by a superintelligence. In 2015, on his first day as a researcher at Google DeepMind, he was challenged to play against the earliest iteration of AlphaGo--a computer program developed by DeepMind that would prove so effective at the ancient-Chinese game of (or Go, as it is commonly known in the West) that it changed how humans play it, and then upended the field of AI itself. When Graepel faced it, AlphaGo was just a "baby" project, as he put it to me, and he was an accomplished amateur player. But it still took him down.
Medieval chess was more inclusive than the world around it
Black, white, Muslim, or Christian: Players found common ground across the board. A black chess player about to win against a light-skinned cleric. Breakthroughs, discoveries, and DIY tips sent six days a week. Chess is widely seen as a great equalizer. Players from every social, racial, and economic class have squared off across the board for nearly 1,500 years, with victories determined solely by skill and strategy.
Enhancing Chess Reinforcement Learning with Graph Representation
Mastering games is a hard task, as games can be extremely complex, and still fundamentally different in structure from one another. While the AlphaZero algorithm has demonstrated an impressive ability to learn the rules and strategy of a large variety of games, ranging from Go and Chess, to Atari games, its reliance on extensive computational resources and rigid Convolutional Neural Network (CNN) architecture limits its adaptability and scalability. A model trained to play on a $19\times 19$ Go board cannot be used to play on a smaller $13\times 13$ board, despite the similarity between the two Go variants.In this paper, we focus on Chess, and explore using a more generic Graph-based Representation of a game state, rather than a grid-based one, to introduce a more general architecture based on Graph Neural Networks (GNN). We also expand the classical Graph Attention Network (GAT) layer to incorporate edge-features, to naturally provide a generic policy output format.Our experiments, performed on smaller networks than the initial AlphaZero paper, show that this new architecture outperforms previous architectures with a similar number of parameters, being able to increase playing strength an order of magnitude faster.