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Mastering Chess and Shogi by Self-Play with a General Reinforcement Learning Algorithm

2017/12/05 by David Silver, Silver, David, Thomas Hubert +23 · 5 voices · 1,085 citations
Computer Science · Psychology · #Algorithm #Artificial Intelligence in Games #Artificial intelligence #Computer science #Psychology #Reinforcement #Reinforcement Learning in Robotics #Reinforcement learning #Social psychology #Video Analysis and Summarization #cs.AI #cs.LG

paper · pdf · doi:10.48550/arxiv.1712.01815

published in arXiv (Cornell University) (Cornell University)

arxiv created 2017/12/05 · openalex publication_date 2017/12/05 · arxiv updated 2017/12/06 · openalex created_date 2017/12/22 · openalex updated_date 2026/07/30

Abstract

The game of chess is the most widely-studied domain in the history of artificial intelligence. The strongest programs are based on a combination of sophisticated search techniques, domain-specific adaptations, and handcrafted evaluation functions that have been refined by human experts over several decades. In contrast, the AlphaGo Zero program recently achieved superhuman performance in the game of Go, by tabula rasa reinforcement learning from games of self-play. In this paper, we generalise this approach into a single AlphaZero algorithm that can achieve, tabula rasa, superhuman performance in many challenging domains. Starting from random play, and given no domain knowledge except the game rules, AlphaZero achieved within 24 hours a superhuman level of play in the games of chess and shogi (Japanese chess) as well as Go, and convincingly defeated a world-champion program in each case.

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