Enhancing Chess Engine with a Personalized Quantitative Database

Jiasen Liu
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Abstract

Designing chess engines have become a popular topic of computer science studying since 1997, when Deep Blue, invented by the IBM company, defeat Gary Kasparov in a 6-game match. Nowadays, chess engine designers improve their engines with more efficient neural networks, enhanced self-learning methods, complete databases of past games, and so on. However, what these designers ignore is the human’s perspective of playing chess. Different human players have different styles and preferences, and even when their Elo ratings are near, they may choose various options in the same situation. This human’s way of thinking is what modern chess engines do not consider, and I assume that their performance when playing against human players could improve by considering these different styles. What this research is attempting is to set up a personalized quantitative system based on previous games. The author’s and some other chess players’ understanding of chess would be added to create more enhanced standards for this quantitative system. After that, the system will be implemented to Stockfish, the best open-source chess engine in the world, by modifying its source codes. If the modified engine knows the opponents they are facing, it adds those quantitative statistics into analysis with a specific weight. Instead of directly calculates the best moves for a position, the engine chooses the moves that bring the hugest challenge for the opponent, and the moves chosen vary when the opponents change. Then, the performance of Stockfish will be compared to its original version, and verify whether the engine gets better. If the research is done successfully, both the designs of the chess engine and the methods for training human players would get improved.
用个性化的定量数据库增强象棋引擎
自1997年以来,设计国际象棋引擎已经成为计算机科学研究的热门话题,当时IBM公司发明的“深蓝”在六局比赛中击败了加里·卡斯帕罗夫。如今,国际象棋引擎设计者通过更高效的神经网络、增强的自学习方法、完整的过去游戏数据库等改进了他们的引擎。然而,这些设计师忽略了人类下棋的视角。不同的人类玩家有不同的风格和偏好,即使他们的Elo评级接近,他们也可能在相同的情况下做出不同的选择。人类的思维方式是现代国际象棋引擎没有考虑到的,我认为它们在与人类玩家对抗时的表现可以通过考虑这些不同的风格来提高。这项研究试图基于之前的游戏建立一个个性化的量化系统。作者和其他一些棋手对国际象棋的理解将被加入,为这个定量系统创造更多增强的标准。之后,该系统将通过修改源代码的方式实现到目前世界上最好的开源象棋引擎Stockfish上。如果修改后的引擎知道他们面对的对手,它就会将这些定量统计数据添加到具有特定权重的分析中。引擎不是直接计算一个位置的最佳移动,而是选择给对手带来最大挑战的移动,并且选择的移动会随着对手的变化而变化。然后,将Stockfish的性能与其原始版本进行比较,并验证发动机是否得到了更好的改进。如果研究成功,国际象棋引擎的设计和训练人类棋手的方法都将得到改进。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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