Cameron Browne, Markus Niebisch, Alain Brobecker, Stephen Tavener
Reach Chess is a chess variant discovered by accident while testing the Ludii general game system, in which a simple rule change fundamentally subverts the nature of the standard game. This paper describes Reach Chess, how it came to exist, and reveals its character through a brief analysis and puzzle with annotated solution.
{"title":"Reach Chess: An accidental chess variant","authors":"Cameron Browne, Markus Niebisch, Alain Brobecker, Stephen Tavener","doi":"10.3233/icg-240253","DOIUrl":"https://doi.org/10.3233/icg-240253","url":null,"abstract":"Reach Chess is a chess variant discovered by accident while testing the Ludii general game system, in which a simple rule change fundamentally subverts the nature of the standard game. This paper describes Reach Chess, how it came to exist, and reveals its character through a brief analysis and puzzle with annotated solution.","PeriodicalId":50395,"journal":{"name":"Icga Journal","volume":"39 1","pages":""},"PeriodicalIF":0.4,"publicationDate":"2024-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142194668","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Dennis J.N.J. Soemers, Jakub Kowalski, Éric Piette, Achille Morenville, Walter Crist
The inaugural in-person meeting for the “GameTable” COST Action’s Working Group 1 (WG1) on Search, Planning, Learning, and Explainability took place at the Leiden Institute of Advanced Computer Science (LIACS) on January 31st, 2024. The primary aims of this meeting were to facilitate talks and discussions on, and connect researchers interested in, three core research goals: (1) human-like game-playing AI, (2) imperfect-information games within a general game playing context, and (3) explainable search and reinforcement learning in games. This report provides a summary of the discussions and talks that took place during the meeting.
{"title":"GameTable Working Group 1 meeting report on search, planning, learning, and explainability","authors":"Dennis J.N.J. Soemers, Jakub Kowalski, Éric Piette, Achille Morenville, Walter Crist","doi":"10.3233/icg-240251","DOIUrl":"https://doi.org/10.3233/icg-240251","url":null,"abstract":"The inaugural in-person meeting for the “GameTable” COST Action’s Working Group 1 (WG1) on Search, Planning, Learning, and Explainability took place at the Leiden Institute of Advanced Computer Science (LIACS) on January 31st, 2024. The primary aims of this meeting were to facilitate talks and discussions on, and connect researchers interested in, three core research goals: (1) human-like game-playing AI, (2) imperfect-information games within a general game playing context, and (3) explainable search and reinforcement learning in games. This report provides a summary of the discussions and talks that took place during the meeting.","PeriodicalId":50395,"journal":{"name":"Icga Journal","volume":"48 1","pages":""},"PeriodicalIF":0.4,"publicationDate":"2024-07-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141871971","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
In a defining event for the field of Artificial Intelligence (AI), the first game of chess skill between a human and computer took place in 1956 (Chess Review (1957) 13–17; The Machine Plays Chess? (1978) Pergamon Press). In this match, Dr Martin Kruskal from Princeton University played White against the MANIAC I computer at Los Alamos Scientific Laboratory in New Mexico, programmed by Paul Stein and Mark Wells. Due to the very limited capacity of computers at the time, which couldn’t handle a full 8×8 chess board, the competitors played “Los Alamos Chess”, a minichess variant using a 6×6 board without bishops. For this game, White played without a queen, opened with P-K3 and ultimately won against the machine opponent in 38 moves. Here we show that Black can force a win in 21 moves.
{"title":"Los Alamos chess game 2 (after P-K3) is solved; black wins in 21 moves","authors":"Roger Sayle","doi":"10.3233/icg-240247","DOIUrl":"https://doi.org/10.3233/icg-240247","url":null,"abstract":"In a defining event for the field of Artificial Intelligence (AI), the first game of chess skill between a human and computer took place in 1956 (Chess Review (1957) 13–17; The Machine Plays Chess? (1978) Pergamon Press). In this match, Dr Martin Kruskal from Princeton University played White against the MANIAC I computer at Los Alamos Scientific Laboratory in New Mexico, programmed by Paul Stein and Mark Wells. Due to the very limited capacity of computers at the time, which couldn’t handle a full 8×8 chess board, the competitors played “Los Alamos Chess”, a minichess variant using a 6×6 board without bishops. For this game, White played without a queen, opened with P-K3 and ultimately won against the machine opponent in 38 moves. Here we show that Black can force a win in 21 moves.","PeriodicalId":50395,"journal":{"name":"Icga Journal","volume":"36 1","pages":""},"PeriodicalIF":0.4,"publicationDate":"2024-05-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141198469","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Éric Piette, Walter Crist, Dennis J.N.J. Soemers, Lisa Rougetet, Summer Courts, Tim Penn, Achille Morenville
The GameTable COST Action kickoff, focusing on “Computational Techniques for Tabletop Games Heritage,” took place at Leiden University in the Pieter de la Court Building from January 29th to 30th, 2024. This event aimed to convene researchers from diverse backgrounds involved in the Action, offering an opportunity to present an overview of the key research areas, share concrete case studies, and facilitate discussions and idea exchanges across fields that may not typically intersect, thereby enhancing the organization of the Action. This report provides a summary of the organization and discussions of the event, and future plans for GameTable.
{"title":"GameTable COST action: kickoff report","authors":"Éric Piette, Walter Crist, Dennis J.N.J. Soemers, Lisa Rougetet, Summer Courts, Tim Penn, Achille Morenville","doi":"10.3233/icg-240245","DOIUrl":"https://doi.org/10.3233/icg-240245","url":null,"abstract":"The GameTable COST Action kickoff, focusing on “Computational Techniques for Tabletop Games Heritage,” took place at Leiden University in the Pieter de la Court Building from January 29th to 30th, 2024. This event aimed to convene researchers from diverse backgrounds involved in the Action, offering an opportunity to present an overview of the key research areas, share concrete case studies, and facilitate discussions and idea exchanges across fields that may not typically intersect, thereby enhancing the organization of the Action. This report provides a summary of the organization and discussions of the event, and future plans for GameTable.","PeriodicalId":50395,"journal":{"name":"Icga Journal","volume":"36 1","pages":""},"PeriodicalIF":0.4,"publicationDate":"2024-04-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140595106","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
After 50 years, the final World Computer Chess Championships will be held in Santiago de Compostela, Spain, October 19–24, 2024. Most of the world’s strongest programs will be competing for the coveted Shannon Trophy. In addition to the tournaments, there will be a very special event: the Chess: History, Experiments, and Search Symposium (CHESS), which will bring together many of the pioneers of computer chess.
{"title":"2024 world computer chess championships: The end of an era 1974–2024","authors":"Jonathan Schaeffer","doi":"10.3233/icg-240243","DOIUrl":"https://doi.org/10.3233/icg-240243","url":null,"abstract":"After 50 years, the final World Computer Chess Championships will be held in Santiago de Compostela, Spain, October 19–24, 2024. Most of the world’s strongest programs will be competing for the coveted Shannon Trophy. In addition to the tournaments, there will be a very special event: the Chess: History, Experiments, and Search Symposium (CHESS), which will bring together many of the pioneers of computer chess.","PeriodicalId":50395,"journal":{"name":"Icga Journal","volume":"18 1","pages":""},"PeriodicalIF":0.4,"publicationDate":"2024-04-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140595105","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Unlike Alpha Zero-like algorithms (Silver et al., 2018), Athénan is based on the Descent framework (Cohen-Solal, 2020). Thus, during the training process, it uses a variant of Unbounded Minimax (Korf and Chickering, 1996) called Descent, instead of Monte Carlo Tree Search, to construct the partial game tree used to determine the best action to play and to collect data for learning. With Descent, at each move, the best sequences of moves are iteratively extended until terminal states. During evaluations, another variant of Unbounded Minimax is used. This variant contains in particular a generic solver and it chooses the safest action to decide between actions. Moreover, contrary to Alpha Zero, Athénan does not use a policy network, only a value network. The actions therefore do not need to be encoded. In addition, unlike the Alpha Zero paradigm, with Athénan all data generated during the searches to determine the best actions to play is used for learning. As a result, much more data is generated per match (Cohen-Solal and Cazenave, 2023), and thus the training is done more quickly and does not require a (massive) parallelization to give good results (contrary to Alpha Zero). Athénan can use end-of-game heuristic evaluations to improve its level of play, such as game score or game length (in order to win quickly and lose slowly). Further improvements are described in (Cohen-Solal, 2020).
与 Alpha Zero 类似算法(Silver 等人,2018 年)不同,Athénan 基于 Descent 框架(Cohen-Solal,2020 年)。因此,在训练过程中,它使用一种名为 "后裔"(Descent)的无界最小值(Unbounded Minimax)变体(Korf 和 Chickering,1996 年),而不是蒙特卡洛树搜索(Monte Carlo Tree Search)来构建部分博弈树,用于确定最佳下棋策略和收集学习数据。使用后裔法时,在每一步棋中,最佳棋步序列都会被迭代扩展,直至终端状态。在评估过程中,会使用无界最小值的另一种变体。这种变体特别包含一个通用求解器,它会选择最安全的棋步来决定不同的棋步。此外,与 Alpha Zero 不同,Athénan 不使用策略网络,只使用值网络。因此,不需要对行动进行编码。此外,与阿尔法零范式不同的是,Athénan 将搜索过程中产生的所有数据用于学习,以确定最佳行动。因此,每场比赛产生的数据要多得多(Cohen-Solal 和 Cazenave,2023 年),因此训练完成得更快,而且不需要(大规模)并行化就能获得良好结果(与 Alpha Zero 相反)。Athénan 可以利用对局结束时的启发式评估来提高对局水平,如对局得分或对局长度(以便快赢慢输)。科恩-索拉勒(Cohen-Solal, 2020)对进一步的改进进行了描述。
{"title":"Athénan wins sixteen gold medals at the Computer Olympiad","authors":"Quentin Cohen-Solal, Tristan Cazenave","doi":"10.3233/icg-230239","DOIUrl":"https://doi.org/10.3233/icg-230239","url":null,"abstract":"Unlike Alpha Zero-like algorithms (Silver et al., 2018), Athénan is based on the Descent framework (Cohen-Solal, 2020). Thus, during the training process, it uses a variant of Unbounded Minimax (Korf and Chickering, 1996) called Descent, instead of Monte Carlo Tree Search, to construct the partial game tree used to determine the best action to play and to collect data for learning. With Descent, at each move, the best sequences of moves are iteratively extended until terminal states. During evaluations, another variant of Unbounded Minimax is used. This variant contains in particular a generic solver and it chooses the safest action to decide between actions. Moreover, contrary to Alpha Zero, Athénan does not use a policy network, only a value network. The actions therefore do not need to be encoded. In addition, unlike the Alpha Zero paradigm, with Athénan all data generated during the searches to determine the best actions to play is used for learning. As a result, much more data is generated per match (Cohen-Solal and Cazenave, 2023), and thus the training is done more quickly and does not require a (massive) parallelization to give good results (contrary to Alpha Zero). Athénan can use end-of-game heuristic evaluations to improve its level of play, such as game score or game length (in order to win quickly and lose slowly). Further improvements are described in (Cohen-Solal, 2020).","PeriodicalId":50395,"journal":{"name":"Icga Journal","volume":"18 7","pages":""},"PeriodicalIF":0.4,"publicationDate":"2024-01-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139452099","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The 26th Computer Olympiad was held online during August/September 2023. With 102 participating programs competing in 32 events, the event was a success.
{"title":"The 2023 Computer Olympiad","authors":"Hiroyuki Iida, Jonathan Schaeffer, I-Chen Wu","doi":"10.3233/icg-230240","DOIUrl":"https://doi.org/10.3233/icg-230240","url":null,"abstract":"The 26th Computer Olympiad was held online during August/September 2023. With 102 participating programs competing in 32 events, the event was a success.","PeriodicalId":50395,"journal":{"name":"Icga Journal","volume":"92 1","pages":""},"PeriodicalIF":0.4,"publicationDate":"2024-01-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139083986","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Artificial intelligence and correspondence chess: A harbinger for other endeavors","authors":"Jon Edwards","doi":"10.3233/icg-230237","DOIUrl":"https://doi.org/10.3233/icg-230237","url":null,"abstract":"","PeriodicalId":50395,"journal":{"name":"Icga Journal","volume":"14 25","pages":""},"PeriodicalIF":0.4,"publicationDate":"2023-12-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138977143","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}