Developing a Reinforcement Learning based Chess Engine

Weidong Liao, Andrew Moseman
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Abstract

Traditionally, chess engines use handcrafted evaluation functions based on human strategy. Recently, machine learning has been used as an alternative to direct position scoring. However, this typically involves training a model on human matches. Reinforcement learning has been shown to be a viable machine learning approach that, when combined with self play, can train a neural network for chess position evaluation without the need for human domain knowledge. This paper discusses our implementation of a reinforcement learning based chess engine, trained using self play.   
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基于强化学习的国际象棋引擎开发
传统上,国际象棋引擎使用基于人类策略的手工评估函数。最近,机器学习被用作直接位置评分的替代方法。然而,这通常需要训练一个人类匹配的模型。强化学习已被证明是一种可行的机器学习方法,当与自我下棋相结合时,可以在不需要人类领域知识的情况下训练神经网络来评估国际象棋的位置。本文讨论了我们基于强化学习的国际象棋引擎的实现,该引擎使用自对弈进行训练。
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