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HAL Id: cel-01709767

https://hal.archives-ouvertes.fr/cel-01709767

Submitted on 15 Feb 2018

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L’archive ouverte pluridisciplinaire HAL, est destinée au dépôt et à la diffusion de documents scientifiques de niveau recherche, publiés ou non, émanant des établissements d’enseignement et de recherche français ou étrangers, des laboratoires publics ou privés.

100 Years of Shannon: Chess, Computing and Botvinik

Iryna Andriyanova

To cite this version:

Iryna Andriyanova. 100 Years of Shannon: Chess, Computing and Botvinik. Doctoral. United States. 2016. �cel-01709767�

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1916—2001

CLAUDE E. SHANNON

• 1936 : Bachelor in EE and Mathematics

from U.Michigan

• 1937 : Master in EE from MIT • 1940 : PhD in EE from MIT

• 1940 : Research fellow at Princeton • 1940-1956 : Researcher at Bell Labs • 1948 : “A Mathematical Theory of

Communication”, Bell System Technical Journal

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SHANNON, BOTVINNIK

AND COMPUTER CHESS

100 YEARS OF SHANNON

54TH ALLERTON CONFERENCE

ETIS Lab, UMR 8051,

ENSEA/Université de Cergy-Pontoise/CNRS

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CHESS/COMPUTER CHESS

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T WO PARALLELS

CHESS AND COMPUTER CHESS

1886 1894W. Steinitz 1921 1948 1963 1975 1985 2006* E. Lasker

M. Botvinnik A. Karpov

G. Kasparov

W. Steinitz

: simplicity and rationality

E. Lasker

: more risky play

M. Botvinnik

: complicated, very original positions

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T WO PARALLELS

CHESS AND COMPUTER CHESS

1914 1948 1957 1997 L. Torres y Quevedo C. Shannon1950 A.Turing Deep Blue 1974 M-M
 match 1989 1886 1894W. Steinitz 1921 1948 1963 1975 1985 2006* E. Lasker M. Botvinnik A. Karpov G. Kasparov

A. Turing

: TurboChamp algorithm

C. Shannon

: “Programming a Computer for Playing Chess”

1957, MANIAC

: first simple chess machine

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T WO PARALLELS

CHESS AND COMPUTER CHESS

1914 1948 1965 1997 L. Torres y Quevedo C. Shannon1950 A.Turing Deep Blue 1974 M-M
 match 1989 1886 1894W. Steinitz 1921 1948 1963 1975 1985 2006* E. Lasker M. Botvinnik A. Karpov G. Kasparov

- Match between Shannon and Botvinnik in 1965

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COMPUTER CHESS PROGRAM

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Board representation

Move generator

Database of openings

Tree searching

techniques

Positional evaluation

Transposition tables

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Board representation

Move generator

Database of openings

Tree searching

techniques

Positional evaluation

Transposition tables

WHAT A MODERN CHESS PROGRAMM HAS INSIDE?

materialScore = kingWt * (wK-bK) + queenWt * (wQ-bQ) + rookWt * (wR-bR) + knightWt* (wN-bN) + bishopWt* (wB-bB) + pawnWt * (wP-bP)  

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Board representation

Move generator

Database of openings

Tree searching

techniques

Positional evaluation

Transposition tables

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Sum-zero utility function
 • Minimax evaluation [vonNeuman’47]

FIRST FORMALISM OF COMPUTER CHESS

STRATEGIES BY C. SHANNON (1950)

f(p) = 200(K-K') + 9(Q-Q') + 5(R-R') + 3(B-B' + N-N') + 1(P-P') - 0.5(D-D' + S-S' + I-I') + 0.1(M-M') + ...  

KQRBNP = number of kings, queens, rooks, bishops, knights and pawns

D,S,I = doubled, blocked and isolated pawns

M = Mobility (the number of legal moves)

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T YPES A AND B

STRATEGIES BY C. SHANNON (1950)

Type A strategy


search over all possible variations


- exponential explosion
 - horizon effect

• Type B strategy

consideration of carefully

chosen better moves (human-like)


- “plausible move generators”
 - successive learning


- the search depth is unlimited

with minimax trees the only positions evaluated are those on the lowest level of the tree, doing a full search at 3 ply requires the evaluation of ~8000 positions, a search at 5 ply requires ~3200000 positions, and a search at 7 ply needs ~1280000000 evaluations. This phenomenon is known as exponential explosion: the number of positions which need to be evaluated grows exponentially in the depth. In general exponential functions are

considered intractable, that is computers are unable to cope with them for all but the smallest inputs. When dealing with exponential functions getting faster computers

is usually of only limited help, as a computer which is 400 times faster will only be able to look 2 ply deeper. Consequently type A

strategies are necessarily near-sighted: although they do not make trivial beginner blunders, they are incapable of finding a plan which takes

more then a few moves to execute (see position 1). [Brudno 2000] Second the strategies suffer from the horizon effect: after carrying out a

search to its set depth it may think it is winning by some margin, but in reality it is left in a vulnerable position just a move past its depth.

Type B strategies are much more flexible, and consequently much harder to

implement. They do not consider all possible moves, but only the “plausible” ones, as a human chess player would. The immediate problem is which moves to consider

“plausible”, since it is generally impossible to decide that a certain move is not worth considering without first looking at it (humans are much better at this than computers).

Position 1: White has a trivial win, but because it requires a 10 move maneuver a trivial type A

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COMPUTER CHESS EVOLUTION

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= COMPUTERS EVOLUTION

COMPUTER CHESS EVOLUTION

Toy example:

White give a checkmate in 3 moves:

1. Fxh7+ Rf8 2.Cg6+ fxg6 3.Tf4

×

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FROM 1970’S TILL NOWADAYS

COMPUTER CHESS EVOLUTION

• Improved Type-A

algorithms


- alpha-beta pruning
 - killer heuristic


no need for very good

plausible move generators • Improved computers

- parallelized processing
 - special chess hardware
 - memory volume


- cheap disk storage

Deep Blue chess machine : 30 parallel processors + 480 custom chess chips, 10 years of development

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BY C. SHANNON

TYPE-B STRATEGY

(1)Examine forceful variations out as 
 far as possible and evaluate only 
 at reasonable positions, where some 
 quasi-stability has been established.
 (2) Select the variations to be explored 
 by some process so that the machine does not waste its time in totally 
 pointless variations.

Example from [Shannon’50]:

g(P) = 1 if any piece is attacked by a piece of lower value or by more pieces than defences or if any check exists

on a square controlled by the opponent

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BY M. BOT VINNIK

TYPE-B STRATEGY

• “An Algorithm in Chess” 1968

Pioneer project 1970s-1980s:


- notion of attack maps


- notion of trajectories and


adversary counter-trajectories


- endgame library with base 
 positions, nodal positions 
 and scores

two men who would go on to become world champions. It is ironic that some of these advantages turned against him in his quest to develop a chess program.

Botvinnik’s interest in Computer Chess started very early. In 1968 he published his main treatise on the subject, An Algorithm for Chess, in which he suggested a method for finding the “weaknesses” in the opponent’s position and organizing attacks against these. He spectacularly demonstrated his approach on some very hard tactical problems.

In position 3, for instance, white sacrifices both its bishop and its knight in order to

attain a winning attack. Finding the winning sequence of moves is difficult, and Fritz II one of the strongest chess programs from the mid-90s, was unable to do so (actually

finding the moves is left as an exercise for the reader). Botvinnik’s algorithm

succeeded in this difficult position.

[Botvinnik 1968] The problem was that it failed in many simple ones. Although good at finding complicated themes and formulating powerful attacks, the algorithm was

helpless when faced with a trivial situation: Botvinnik’s co-worker recalled his frustration when the program would follow Botvinnik’s algorithm and find the weakness in the

opponent’s position and attack it, while missing a much simpler checkmate in two moves. When this was remedied by making a special case in the program, it would miss taking an undefended piece. Once that was remedied another problem would come up. [Brudno

Position 3: Botvinnik-Capablanca 1938. By playing 1.Ba3!! White starts a remarkable combination which gives it a victory 12 moves later. This position was used by Botvinnik as a test case for his chess

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— M. Campbell, Deep Blue team member

I never considered Deep Blue intelligent in any way.

It’s just an excellent problem solver in this very

specific domain.

— Donskoy, KAISSA developer

Brute-force alpha-beta may have done as much

damage to the process and credibility of

computer-chess research as it has given computer-chess programs high

ratings.

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MESSAGE TO TAKE HOME

B-type strategy


- by Shannon


- by Botvinnik


- machine learning

Contribution of computer chess to science

- alpha-beta pruning


- transposition tables 


- artificial intelligence

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