Algorithm For Chess Program For Kids
It has been proven for the game of checkers that a program can always win or tie the game. That is, there is no choice of moves that one player can make which force the other player into losing. The researchers spent almost two decades going through the 500 billion billion possible checkers positions, which is still an infinitesimally small fraction of the number of chess positions, by the way. Deep Blue chess algorithm. Evaluation function Searching algorithm Evaluation function FastEvaluate the total value of the pieces of each of the players, weighted by the squares they are on. CompleteInclude additional positional features. Deep Blue chess algorithm. Evaluation function. But most new algorithms are designed to run on serial computers, which process instructions one after another. Retooling them to run on parallel processors is rarely simple. As head of MIT’s Supertech Research Group, Professor of Computer Science and Engineering Charles Leiserson is an old hand at parallelizing algorithms. Often, he explains.
Chess AI ChessAlgorithmsThe program implements the following concepts and algorithms:1.2.3.4.5.6.7.8.Back to page.Board RepresentationThe chessboard is represented in thesimplest possible manner - as an 8 by 8 matrix, each containing a Piece (witha 'blank' piecerepresenting empty board spaces). Furthermore,flag variables keep track of whether queen/king side castling is allowedfor eachplayer, and whether an en-passant capture move is allowed at a given pointin time.In order to save space and time during the min-max search, its optimalnot to have separate board instance at each branch. After all, theydiffer only by the position of one piece. Hence each move contains informationnot only about which piece was moved from where to where, butalso whether it affected castling, en passant, and whether it capturedan enemy piece in the process. Thus reversing a move on a board is very simple.The algorithm thus only needs one board object, on which it makes andreverses all the moves it considers during its search.Advanced chess playing programs have far more clever board representations,which operate on bits. Separate instances are kept to keep track ofindividual pieces, and often bit-wise operations can reveal a lot of informationabout board positions very quickly (particularly with respect to pawns).Years of research have been spent trying to optimize these representationsfor speed.Min-max SearchingThe core of the chess playing algorithmis a local min-max search of the gamespace.The algorithm attempts to MINimize the opponent's score, and MAXimizeits own. At each depth(or 'ply' as it's as its referred to in computer chess terminology), allpossible moves are examined,and the static board evaluation function is used to determine the scoreat the leafs of the search tree.These scores propagate up the tree and are used to select the optimalmove at each depth.
The biggerthe ply, the better the chosen move will be (as the algorithm is ableto look ahead more moves). Thebranching factor is typically between 25 and 40 moves per ply (the averageis around 35).Alpha-beta PruningThis common pruningfuction is used to considerably decrease the min-max search space.It essentially keeps track of the worst and best moves for eachplayer so far, and using those cancompletely avoid searching branches which are guaranteed to yield worseresults. Using thispruning will return the same exact moves as using min-max (i.e. Thereis no loss of accuracy). Ideally,it can double the depth of the search tree without increasing search time.To get close to this optimum,the available moves at each branch should be appropriately sorted.The sorting is done by the looking at the scores ofeach possible move, looking only 1 ply ahead. Theintuitive sort would be to arrange them from best to worst, but that'snot always best.
Most moves inchess end up being ones with small gains and losses (ones that improveposition, not necessarily capturingpieces), so it makes sense to order the 'stand pat' moves first. So thesorting is based on the absolute value ofthe move scores (with the smaller ones coming first).The average branching factor for min-max in chess isabout 35, but with the alpha-beta pruning and sorting,the program acheives a branching factor of around 25.Null Move HeuristicThis simple heuristic improves thebeginning of the alpha-beta search. Initially, there are no values for whatthe worst and best possible moves are, so they default to negative andpositive infinity respectively. But usingthis heuristic the algorithm can find an initial lower bound on the bestmoves. It lets the opposing player playtwo moves in sequence (choosing them based on a small-ply min-max search),and computes the score after that.Certainly, any move made by the current player should beat a score obtainableby the opponent getting two chancesto move.Quiescence SearchingSince the depthof the min-max search is limited, problems can occur at the frontier.
A movethat may seem great may actually bea disaster because of something that could happen on the very next move.Looking at all these possibilites would mean increasingthe ply by 1, which is not the solution, as we would need to extend itto arbitrarily large depths. The goal is thus to search the tree until'quiescent' positions are found - i.e ones that don't affect the currentpositions too much (most maneuvers in chess result in only slightadvantages or disadvantages to each player, not big ones at once). Hence,looking at higher depths is important only for significantmoves - such as captures. Consider for example a move in which you capturethe opponent's knight with your queen. If that is thelimit of your min-max search, it seems to be a great move - you receivepoints for capturing the opponent's knight.
But suppose thatin the very next move your opponent can capture your queen. Then the moveis clearly seen as bad, as trading a queen for a knight isto your disadvantage.
Quiescence searching will be able to detect thatby looking at the next move. Again, it doesn't need to do thisfor every move - just for ones that affect the score a lot (like captures).One important caveat in the quiescence searching algorithmis that it should only look at moves that became available becauseof thecurrent move being made. Consider the following situation. Your bishop isthreatened by an opponent's pawn, and you have the ability tocapture the opponent's knight with a different pawn.
Suppose the algorithmis looking only 1 ply ahead, and is examining some non-capturingmove. It won't notice that the bishop can be captured in the nextturn.
Algorithm Games For Kids
But what happens when it's examining the knight-capturing movewithquiescence. It will see that the opponent can take your bishop, which willeven out the piece possession, making the move not seem as good.So it's highly likely that the algorithm would pick a move other than capturingthe knight, thus needlessly losing the bishop in the next turn.To prevent this, the algorithm must look at ONLY those moves available becauseof its own move. Since the opponent's'pawn captures bishop' was available regardless of whether you capture theknight or not, it should be ignored.The following picture illustrates an example of this concept:Static Board Evaluation FunctionWhen the min-max algorithm gets downto the leaves of its search, it's unlikely that it reached a goal state (i.e.a check-mate).Therefore, it needs some way to determine whether the given board positionis 'good' or 'bad' for it, and to what degree.A numerical answer is needed so that it can be compared to other boardpositions in a quantifiable way. Advanced chessplaying programs can look at hundreds features of the board to evalauteit.
The simplest, and perhaps most intuitive, lookat only piece possession. Clearly, having a piece is better than not havingone (in most cases at least). Furthermore, thepieces have different values. A pawn is worth the least; the bishop andknight are next, then the rook, and finally: the queen.The king is obviously priceless, as losing it means losing the game.The additional features that my chess program examines are:- pawn advancementHow far up the board has each pawn advanced.
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Reaching the opposite endis important because it promotes the pawn to a different piece.- piece mobility (separate for each type of piece)How many different spaces can the given piece move to?- piece threats (separate for each type ofpiece)How many of the opponent's pieces are threatened by attack? This includeschecks (which is a threat on the king)- piece protects (separate for each type of piece)How many of your own piece are protecting the given piece to prevent itfrom being captured without reprecussion?The total number of unique numbers that sum up to give the total boardscore is thus 25. The allowable weights for eachfeature are forced to be integers. This allows for faster computations(as opposed to using real numbers).
1. e3(or e4). 2. Bc4. 3. Qf3. 4. Qxf7This coded message is the conventional way of writing checkmate in four moves in the game of chess. All good chess players know how to guard against this ploy. There is likely to be a decent chess player in the TOK class who should be invited to explain the principles of standard “algebraic notation” and to demonstrate the sequence of moves live, using a real chess board.CLASS ACTIVITY: tic-tac-toe ALGORITHMNext, students should find a partner and get ready to play tic-tac-toe (noughts and crosses) for a solid five minutes. When the time is up, ask if anyone in the class is unbeaten? Announce that the next task is to formulate a succinct algorithm that, if implemented tirelessly, will ensure that a player never loses at tic-tac-toe.Combine pairs in groups of four to tackle the following questions:GENERATIVE QUESTIONS:.In what other ways could checkmate in four moves be described?.To what extent is chess a mathematical algorithm?.Is it possible to create an algorithm for chess that would ensure that a player never loses (analogous the one we attempted for tic-tac-toe)?
Explain your response.No machine could beat a chess master until IBM's Deep Blue beat Garry Kasparov under standard tournament time controls in 1997. What advantages did the supercomputer have over the human brain? What did Kasparov have that the machine did not have?.Can a machine think?.Can a machine know?