Dimitrios Kagkas, Despina Karamichailidou, A. Alexandridis
{"title":"Chess Position Evaluation Using Radial Basis Function Neural Networks","authors":"Dimitrios Kagkas, Despina Karamichailidou, A. Alexandridis","doi":"10.1155/2023/7143943","DOIUrl":null,"url":null,"abstract":"The game of chess is the most widely examined game in the field of artificial intelligence and machine learning. In this work, we propose a new method for obtaining the evaluation of a chess position without using tree search and examining each candidate move separately, like a chess engine does. Instead of exploring the search tree in order to look several moves ahead, we propose to use the much faster and less computationally demanding estimations of a properly trained neural network. Such an approach offers the benefit of having an estimation for the position evaluation in a matter of milliseconds, while the time needed by a chess engine may be several orders of magnitude longer. The proposed approach introduces models based on the radial basis function (RBF) neural network architecture trained with the fuzzy means algorithm, in conjunction with a novel set of input features; different methods of network training are also examined and compared, involving the multilayer perceptron (MLP) and convolutional neural network (CNN) architectures and a different set of input features. All methods were based upon a new dataset, which was developed in the context of this work, derived by a collection of over 1500 top-level chess games. A Java application was developed for processing the games and extracting certain features from the arising positions in order to construct the dataset, which contained data from over 80,000 positions. Various networks were trained and tested as we considered different variations of each method regarding input variable configurations and dataset filtering. Ultimately, the results indicated that the proposed approach was the best in performance. The models produced with the proposed approach are suitable for integration in model-based decision-making frameworks, e.g., model predictive control (MPC) schemes, which could form the basis for a fully-fledged chess-playing software.","PeriodicalId":72654,"journal":{"name":"Complex psychiatry","volume":"22 1","pages":"7143943:1-7143943:16"},"PeriodicalIF":0.0000,"publicationDate":"2023-04-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Complex psychiatry","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1155/2023/7143943","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
The game of chess is the most widely examined game in the field of artificial intelligence and machine learning. In this work, we propose a new method for obtaining the evaluation of a chess position without using tree search and examining each candidate move separately, like a chess engine does. Instead of exploring the search tree in order to look several moves ahead, we propose to use the much faster and less computationally demanding estimations of a properly trained neural network. Such an approach offers the benefit of having an estimation for the position evaluation in a matter of milliseconds, while the time needed by a chess engine may be several orders of magnitude longer. The proposed approach introduces models based on the radial basis function (RBF) neural network architecture trained with the fuzzy means algorithm, in conjunction with a novel set of input features; different methods of network training are also examined and compared, involving the multilayer perceptron (MLP) and convolutional neural network (CNN) architectures and a different set of input features. All methods were based upon a new dataset, which was developed in the context of this work, derived by a collection of over 1500 top-level chess games. A Java application was developed for processing the games and extracting certain features from the arising positions in order to construct the dataset, which contained data from over 80,000 positions. Various networks were trained and tested as we considered different variations of each method regarding input variable configurations and dataset filtering. Ultimately, the results indicated that the proposed approach was the best in performance. The models produced with the proposed approach are suitable for integration in model-based decision-making frameworks, e.g., model predictive control (MPC) schemes, which could form the basis for a fully-fledged chess-playing software.