Plausible Move Generation Using Move Merit Analysis with Cut-off Thresholds in Shogi PowerPoint PPT Presentation

presentation player overlay
About This Presentation
Transcript and Presenter's Notes

Title: Plausible Move Generation Using Move Merit Analysis with Cut-off Thresholds in Shogi


1
Plausible Move Generation Using Move Merit
Analysis with Cut-off Thresholds in Shogi
  • Reijer Grimbergen (Electrotechnical Laboratory)

2
Contents
  • Full-width search and plausible move generation
  • Why plausible move generation in shogi?
  • A set of plausible move generators for shogi
  • Move Merit Analysis
  • Cut-off thresholds
  • Experimental results
  • Related work
  • Conclusions

3
Full-width Search and Plausible Move Generation
  • Full-width search
  • World championship level programs in chess,
    checkers and Othello.
  • Plausible Move Generation
  • Important in the early days of chess research.
  • Good alternative in domains where full-width
    search can not search deep enough
  • Large average number of legal moves (e.g. Go,
    Shogi).
  • Single agent search problems with extremely long
    solution sequences (e.g. Sokoban).

4
Why Plausible Move Generation in Shogi?
  • High average branching factor (80) compared to
    chess (35).
  • Average branching factor increases as the game
    progresses.
  • Time constraints are strict.

5
Legal Moves in Shogi
6
Plausible Move Generator Set for Shogi
  • Positional improvement
  • Defend pins
  • Tie improvement
  • Defend undefended pieces
  • Defend against exchange
  • Cover squares in own camp
  • Develop pieces
  • Defend against positional improvement
  • Pin piece
  • Cover squares in enemy camp
  • Avoid development
  • Goal
  • Capture Material
  • Promote Piece
  • Threat
  • Check
  • Attack king
  • Attack material
  • Discovered attack
  • Threaten promotion
  • Defend threat
  • Defend checks
  • Defend king
  • Defend material
  • Defend discovered attacks
  • Defend against promotion

7
Move Merit Analysis
  • In this approach it is possible that moves are
    generated by more than one PMG.
  • Knowledge about which PMGs generated a move is
    used for analyzing the merit of a move.
  • Move Merit Analysis Every PMG gives a value to
    the generated move based on the importance of the
    PMG.
  • E.g. Winning a rook is more important than
    improving the position.
  • Possible performance improvements
  • Move ordering is improved, aiding alpha-beta
    search.
  • Additional cuts are possible discard all moves
    with a negative MMA value.

8
Cut-Off Thresholds
  • MMA values can be used for further cuts.
  • Cut-off thresholds
  • Take the best N moves after MMA based move
    ordering.
  • Investigated N 20, 30, 40, 50.

9
Experiments
  • Compare the behavior of
  • PMG-All Generate all moves from the plausible
    move generator set.
  • PMG-MMA Generate all moves with a positive MMA
    value.
  • PMG-N MMA based cut-off thresholds for
    N20,30,40,50.
  • Experiments
  • Plausible move generation test.
  • Move ordering test.
  • Search comparison test.
  • Self play experiment.

10
Plausible Move Generation Test (1)
11
Plausible Move Generation Test (2)
  • Savings and accuracy of PMG-All, PMG-MMA and
    PMG-N in 12097 test positions

Version NG Accuracy Savings
PMG-ALL 81 99.4 23.7
PMG-MMA 144 98.8 46.5
PMG-50 178 98.6 51.2
PMG-40 231 98.1 54.2
PMG-30 401 96.7 59.2
PMG-20 892 92.7 68.0
12
Move Ordering Test
13
Search Comparison Test
  • Performance in 298 tactical shogi problems from
    Shukan Shogi

Cat Total FW All MMA N50 N40 N30 N20
1 50 17 21 22 21 23 23 22
2 50 9 8 13 12 12 13 10
3 50 10 10 11 11 12 10 11
4 50 9 7 8 8 9 9 8
5 50 5 4 4 4 4 5 7
6 48 4 5 6 6 6 6 6
Tot 298 54 55 64 62 66 66 64
14
Self Play Experiment
No Vers. 1 2 3 4 5 6 7 P Res
1 N20 X 10-10 11-9 11-9 11-9 16-4 17-3 5.5 76-44
2 N30 10-10 X 11-9 13-7 10-10 16-4 20-0 5 80-40
3 MMA 9-11 9-11 X 12-8 12-8 15-5 20-0 4 77-43
4 N40 9-11 7-13 8-12 X 11-9 18-2 19-1 3 72-48
5 N50 9-11 10-10 8-12 9-11 X 17-3 18-2 2.5 71-49
6 All 4-16 4-16 5-15 2-18 3-17 X 16-4 1 34-86
7 FW 3-17 0-20 0-20 1-19 2-18 4-16 X 0 10-110
15
Related work
  • IS Shogi
  • 10 Plausible move generators.
  • Strict ordering.
  • Kanazawa Shogi
  • Only plausible move generation in some special
    cases.
  • YSS
  • 30 Plausible move generators.
  • Plausible move generation related to search
    depth.
  • Kakinoki Shogi
  • 8 Plausible move generators.
  • Generate only tactical moves.

16
Conclusions
  • Plausible move generation can be an important
    alternative to full-width search.
  • Plausible move generation with move merit
    analysis significantly improves the performance
    of a shogi program.
  • Move merit analysis is vital for this method of
    plausible move generation.
  • There is some indication that by using cut-off
    thresholds the performance can be further
    improved.
Write a Comment
User Comments (0)
About PowerShow.com