nips nips2009 nips2009-48 knowledge-graph by maker-knowledge-mining
Source: pdf
Author: Joel Veness, David Silver, Alan Blair, William W. Cohen
Abstract: In this paper we introduce a new algorithm for updating the parameters of a heuristic evaluation function, by updating the heuristic towards the values computed by an alpha-beta search. Our algorithm differs from previous approaches to learning from search, such as Samuel’s checkers player and the TD-Leaf algorithm, in two key ways. First, we update all nodes in the search tree, rather than a single node. Second, we use the outcome of a deep search, instead of the outcome of a subsequent search, as the training signal for the evaluation function. We implemented our algorithm in a chess program Meep, using a linear heuristic function. After initialising its weight vector to small random values, Meep was able to learn high quality weights from self-play alone. When tested online against human opponents, Meep played at a master level, the best performance of any chess program with a heuristic learned entirely from self-play. 1
Reference: text
sentIndex sentText sentNum sentScore
1 au Abstract In this paper we introduce a new algorithm for updating the parameters of a heuristic evaluation function, by updating the heuristic towards the values computed by an alpha-beta search. [sent-12, score-0.579]
2 First, we update all nodes in the search tree, rather than a single node. [sent-14, score-0.304]
3 We implemented our algorithm in a chess program Meep, using a linear heuristic function. [sent-16, score-0.548]
4 When tested online against human opponents, Meep played at a master level, the best performance of any chess program with a heuristic learned entirely from self-play. [sent-18, score-0.697]
5 1 Introduction The idea of search bootstrapping is to adjust the parameters of a heuristic evaluation function towards the value of a deep search. [sent-19, score-0.699]
6 The motivation for this approach comes from the recursive nature of tree search: if the heuristic can be adjusted to match the value of a deep search of depth D, then a search of depth k with the new heuristic would be equivalent to a search of depth k + D with the old heuristic. [sent-20, score-1.584]
7 Deterministic, two-player games such as chess provide an ideal test-bed for search bootstrapping. [sent-21, score-0.616]
8 The intricate tactics require a significant level of search to provide an accurate position evaluation; learning without search has produced little success in these domains. [sent-22, score-0.494]
9 Much of the prior work in learning from search has been performed in chess or similar two-player games, allowing for clear comparisons with existing methods. [sent-23, score-0.508]
10 Samuel (1959) first introduced the idea of search bootstrapping in his seminal checkers player. [sent-24, score-0.397]
11 In Samuel’s work the heuristic function was updated towards the value of a minimax search in a subsequent position, after black and white had each played one move. [sent-25, score-0.956]
12 In their algorithm, TD-Leaf, the heuristic function is adjusted so that the leaf node of the principal variation produced by an alpha-beta search is moved towards the value of an alpha-beta search at a subsequent time step. [sent-28, score-0.929]
13 First, they only update one node after each search, which discards most of the information contained in the search tree. [sent-30, score-0.301]
14 large search trees come from sequences of unnatural moves that deviate significantly from sensible play. [sent-34, score-0.232]
15 Third, the target search is performed at a subsequent time-step, after a real move and response have been played. [sent-35, score-0.34]
16 We introduce a new framework for bootstrapping from game tree search that differs from prior work in two key respects. [sent-39, score-0.502]
17 First, all nodes in the search tree are updated towards the recursive minimax values computed by a single depth limited search from the root position. [sent-40, score-1.157]
18 This makes full use of the information contained in the search tree. [sent-41, score-0.232]
19 Second, as the learning target is based on hypothetical minimax play, rather than positions that occur at subsequent time steps, our methods are less sensitive to the opponent’s playing strength. [sent-43, score-0.466]
20 We applied our algorithms to learn a heuristic function for the game of chess, starting from random initial weights and training entirely from self-play. [sent-44, score-0.351]
21 When applied to an alpha-beta search, our chess program learnt to play at a master level against human opposition. [sent-45, score-0.469]
22 2 Background The minimax search algorithm exhaustively computes the minimax value to some depth D, using a heuristic function Hθ (s) to evaluate non-terminal states at depth D, based on a parameter vector θ. [sent-46, score-1.327]
23 We use the notation VsD (s) to denote the value of state s in a depth D minimax search from root 0 D state s0 . [sent-47, score-0.717]
24 We define Ts0 to be the set of states in the depth D search tree from root state s0 . [sent-48, score-0.46]
25 We define the principal leaf, lD (s), to be the leaf state of the depth D principal variation from state s. [sent-49, score-0.235]
26 We use θ the notation ← to indicate a backup that updates the heuristic function towards some target value. [sent-50, score-0.373]
27 Without search or prior domain knowledge, the target value is noisy and improvements to the value function are hard to distinguish. [sent-53, score-0.26]
28 In the game of chess, using a naive heuristic and no search, it is hard to find checkmate sequences, meaning that most games are drawn. [sent-54, score-0.405]
29 The quality of the target value can be significantly improved by using a minimax backup to update the heuristic towards the value of a minimax search. [sent-55, score-1.082]
30 Samuel’s checkers player (Samuel, 1959) introduced this idea, using an early form of bootstrapping from search that we call TD-Root. [sent-56, score-0.453]
31 The parameters of the heuristic function, θ, were adjusted towards the minimax search value at the next θ complete time-step (see Figure 1), Hθ (st ) ← VsD (st+1 ). [sent-57, score-0.868]
32 , 1998) updates the value of a minimax search at one timestep towards the value of a minimax search at the subsequent time-step (see Figure 1). [sent-61, score-1.236]
33 The parameters of the heuristic function are updated by gradient descent, using an update of the form θ VsD (st ) ← VsD (st+1 ). [sent-62, score-0.274]
34 The root value of minimax search is not differentiable in the paramet t+1 ters, as a small change in the heuristic value can result in the principal variation switching to a completely different path through the tree. [sent-63, score-0.854]
35 This is equivalent to updating the heuristic function of the principal leaf, θ Hθ (lD (st )) ← VsD (st+1 ). [sent-65, score-0.267]
36 The chess program Knightcap achieved master-level play when trained t+1 using TD-Leaf against a series of evenly matched human opposition, whose strength improved at a similar rate to Knightcap’s. [sent-66, score-0.422]
37 A similar algorithm was introduced contemporaneously by Beal and Smith (1997), and was used to learn the material values of chess pieces. [sent-67, score-0.276]
38 The world champion checkers program Chinook used TD-Leaf to learn an evaluation function that compared favorably to its hand-tuned heuristic function (Schaeffer et al. [sent-68, score-0.387]
39 Both TD-Root and TD-Leaf are hybrid algorithms that combine a sample backup with a minimax backup, updating the current value towards the search value at a subsequent time-step. [sent-70, score-0.766]
40 In their experiments with the chess program Knightcap (Baxter et al. [sent-73, score-0.339]
41 In addition, both Samuel’s approach and TD-Leaf only update one node of the search tree. [sent-78, score-0.301]
42 This does not make efficient use of the large tree of data, typically containing millions of values, that is constructed by memory enhanced minimax search variants. [sent-79, score-0.649]
43 Furthermore, the distribution of root positions that are used to train the heuristic is very different from the distribution of positions that are evaluated during search. [sent-80, score-0.379]
44 This can lead to inaccurate evaluation of positions that occur infrequently during real games but frequently within a large search tree; these anomalous values have a tendency to propagate up through the search tree, ultimately affecting the choice of best move at the root. [sent-81, score-0.731]
45 3 Minimax Search Bootstrapping Our first algorithm, RootStrap(minimax), performs a minimax search from the current position st , at every time-step t. [sent-83, score-0.807]
46 The parameters are updated so as to move the heuristic value of the root node θ towards the minimax search value, Hθ (st ) ← VsD (st ). [sent-84, score-0.988]
47 We update the parameters by stochastic t gradient descent on the squared error between the heuristic value and the minimax search value. [sent-85, score-0.813]
48 We treat the minimax search value as a constant, to ensure that we move the heuristic towards the search value, and not the other way around. [sent-86, score-1.114]
49 t For the remainder of this paper we consider heuristic functions that are computed by a linear combination Hθ (s) = φ(s)T θ, where φ(s) is a vector of features of position s, and θ is a parameter vector specifying the weight of each feature in the linear combination. [sent-89, score-0.239]
50 Our second algorithm, TreeStrap(minimax), also performs a minimax search from the current position st . [sent-95, score-0.807]
51 However, TreeStrap(minimax) updates all interior nodes within the search tree. [sent-96, score-0.269]
52 The parameters are updated, for each position s in the tree, towards the minimax search value of s, θ D Hθ (s) ← VsD (s), ∀s ∈ Tst . [sent-97, score-0.66]
53 4 Alpha-Beta Search Bootstrapping The concept of minimax search bootstrapping can be extended to αβ-search. [sent-99, score-0.671]
54 Unlike minimax search, alpha-beta does not compute an exact value for the majority of nodes in the search tree. [sent-100, score-0.606]
55 Instead, the search is cut off when the value of the node is sufficiently high or low that it can no longer contribute to the principal variation. [sent-101, score-0.3]
56 We consider a depth D alpha-beta search from root position s0 , and denote the upper and lower bounds computed for node s by aD (s) and bD (s) res0 s0 spectively, so that bD (s) ≤ VsD (s) ≤ aD (s). [sent-102, score-0.444]
57 s0 s0 0 The bounded values computed by alpha-beta can be exploited by search bootstrapping, by using a one-sided loss function. [sent-107, score-0.232]
58 If the value from the heuristic evaluation is larger than the a-bound of the θ deep search value, then it is reduced towards the a-bound, Hθ (s) ← aD (s). [sent-108, score-0.597]
59 Similarly, if the value st from the heuristic evaluation is smaller than the b-bound of the deep search value, then it is increased 4 θ towards the b-bound, Hθ (s) ← bD (s). [sent-109, score-0.805]
60 1 Updating Parameters in TreeStrap(αβ) High performance αβ-search routines rely on transposition tables for move ordering, reducing the size of the search space, and for caching previous search results (Schaeffer, 1989). [sent-113, score-0.712]
61 DeltaFromTransTbl requires a standard transposition table implementation providing the following routines: • probe(s), which returns the transposition table entry associated with state s. [sent-116, score-0.344]
62 • depth(t), which returns the amount of search depth used to determine the bound estimates stored in transposition table entry t. [sent-117, score-0.51]
63 In addition, DeltaFromTransTbl requires a parameter d ≥ 1, that limits updates to ∆θ from transposition table entries based on a minimum of search depth of d. [sent-120, score-0.51]
64 5 Learning Chess Program We implemented our learning algorithms in Meep, a modified version of the tournament chess engine Bodo. [sent-126, score-0.403]
65 Five wellknown, chess specific feature construction concepts: material, piece square tables, pawn structure, mobility and king safety were used to generate the 1812 distinct features. [sent-131, score-0.302]
66 In the search tree, mate scores were adjusted inward slightly so that shorter paths to mate were preferred when giving mate, and vice-versa. [sent-141, score-0.319]
67 When applying the heuristic evaluation function in the search, the heuristic estimates were truncated to the interval [−9900. [sent-142, score-0.47]
68 When in tournament mode, Meep uses an enhanced alpha-beta based search algorithm. [sent-146, score-0.332]
69 In training mode however, one of two different types of game tree search algorithms are used. [sent-148, score-0.456]
70 The first is a minimax search that stores the entire game tree in memory. [sent-149, score-0.737]
71 The second is a generic alpha-beta search implementation, that uses only three well known alpha-beta search enhancements: transposition tables, killer move tables and the history heuristic (Schaeffer, 1989). [sent-151, score-0.921]
72 This simplified search routine was used by the TreeStrap(αβ) and RootStrap(αβ) algorithms. [sent-152, score-0.273]
73 During training, the transposition table was cleared before the search routine was invoked. [sent-154, score-0.445]
74 Simplified search algorithms were used during training to avoid complicated interactions with the more advanced heuristic search techniques (such as null move pruning) useful in tournament play. [sent-155, score-0.845]
75 It must be stressed that during training, no heuristic or move ordering techniques dependent on knowing properties of the evaluation weights were used by the search algorithms. [sent-156, score-0.561]
76 Furthermore, a quiescence search (Beal, 1990) that examined all captures and check evasions was applied to leaf nodes. [sent-157, score-0.365]
77 Again, no knowledge based pruning was performed inside the quiescence search tree, which meant that the quiescence routine was considerably slower than in Bodo. [sent-159, score-0.417]
78 This is the standard way of quantifying the strength of a chess player within a pool of players. [sent-162, score-0.332]
79 The TreeStrap variants used a minimum search depth parameter of d = 1. [sent-177, score-0.338]
80 1 Relative Performance Evaluation We ran a competition between many different versions of Meep in tournament mode, each using a heuristic function learned by one of our algorithms. [sent-180, score-0.309]
81 All Elo values are calculated relative to the reference player, and should not be compared with Elo ratings of human chess players (including the results of online play, described in the next section). [sent-194, score-0.364]
82 The results demonstrate that learning from many nodes in the search tree is significantly more efficient than learning from a single root node. [sent-196, score-0.391]
83 In addition, learning from alpha-beta search is more effective than learning from minimax search. [sent-198, score-0.569]
84 Alpha-beta search significantly boosts the search depth, by safely pruning away subtrees that cannot affect the minimax value at the root. [sent-199, score-0.801]
85 Although the majority of nodes now contain one-sided bounds rather than exact values, it appears that the improvements to the search depth outweigh the loss of bound information. [sent-200, score-0.375]
86 2 Evaluation by Internet Play We also evaluated the performance of the heuristic function learned by TreeStrap(αβ), by using it in Meep to play against predominantly human opposition at the Internet Chess Club. [sent-206, score-0.321]
87 We evaluated two heuristic functions, the first using weights trained by self-play, and the second using weights trained against Shredder, a grandmaster strength commercial chess program. [sent-207, score-0.535]
88 Approximately 1000 games were played online, using 3m 3s Fischer time controls, for each heuristic function. [sent-214, score-0.367]
89 Although the heuristic function was fixed, the online rating fluctuates significantly over time. [sent-215, score-0.308]
90 The online rating of the heuristic learned by self-play corresponds to weak master level play. [sent-217, score-0.355]
91 The heuristic learned from games against Shredder were roughly 150 Elo stronger, corresponding to master level performance. [sent-218, score-0.364]
92 Furthermore, we used a generic alphabeta search algorithm for learning. [sent-223, score-0.232]
93 An interesting follow-up would be to explore the interaction between our learning algorithms and the more exotic alpha-beta search enhancements. [sent-224, score-0.232]
94 Bootstrapping from search could, in principle, be applied to many other search algorithms. [sent-228, score-0.464]
95 Simulation-based search algorithms, such as UCT, have outperformed traditional search algorithms in a number of domains. [sent-229, score-0.464]
96 The TreeStrap algorithm could be applied, for example, to the heuristic function that is used to initialise nodes in a UCT search tree with prior knowledge (Gelly & Silver, 2007). [sent-230, score-0.604]
97 Alternatively, in stochastic domains the evaluation function could be updated towards the value of an expectimax search, or towards the one-sided bounds computed by a *-minimax search (Hauk et al. [sent-231, score-0.436]
98 Knightcap: a chess program that learns by combining td(lambda) with game-tree search. [sent-239, score-0.339]
99 The history heuristic and alpha-beta search enhancements in practice. [sent-288, score-0.466]
100 Effective use of transposition tables in stochastic game tree search. [sent-307, score-0.373]
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