evaluate chess positions similar to how highly skilled
players do. Current State of the Art methods have al-
ways relied a lot on deep lookahead algorithms that
help chess programs to get as close as possible to an
optimal policy. Our method focuses a lot more on the
discovery of the pattern recognition knowledge that is
intrinsic in the chess positions without having to rely
on expensive explorations of future board states.
Secondly we show that MLPs are the most suit-
able ANN architecture when it comes to learning
chess. This is both true for the classification expe-
riments as for the regression one. Furthermore, we
also show how providing the ANNs with information
representing the value of the pieces present on the bo-
ard is counter-productive.
To the best of our knowledge this is one of the few
papers besides (Oshri and Khandwala, 2016) that ex-
plores the potential of CNNs in chess. Even though
the best results have been achieved by the MLPs we
believe that the performance of both ANNs can be im-
proved. As future work we want to feed both ANN ar-
chitectures with more informative images about chess
positions and see if the gap between MLPs and CNNs
can be reduced. We believe that this strategy, appro-
priately combined with a quiescence or selective se-
arch algorithm, will allow the ANN to outperform the
strongest human players, without having to rely on
deep lookahead algorithms.
REFERENCES
Baxter, J., Tridgell, A., and Weaver, L. (2000). Learning to
play chess using temporal differences. Machine Lear-
ning, 40(3):243–263.
Berliner, H. J. (1973). Some necessary conditions for a mas-
ter chess program. In IJCAI, pages 77–85.
Berliner, H. J. (1977). Experiences in evaluation with BKG-
A program that plays Backgammon. In IJCAI, pages
428–433.
Chellapilla, K. and Fogel, D. B. (1999). Evolving neural
networks to play checkers without relying on expert
knowledge. IEEE Transactions on Neural Networks,
10(6):1382–1391.
David, O. E., Netanyahu, N. S., and Wolf, L. (2016). Deep-
chess: End-to-end deep neural network for automatic
learning in chess. In International Conference on Ar-
tificial Neural Networks, pages 88–96. Springer.
Fogel, D. B. and Chellapilla, K. (2002). Verifying Ana-
conda’s expert rating by competing against Chinook:
experiments in co-evolving a neural checkers player.
Neurocomputing, 42(1):69–86.
Kaufman, L. (1992). Rate your own computer. Computer
Chess Reports, 3(1):17–19.
Krizhevsky, A., Sutskever, I., and Hinton, G. E. (2012).
Imagenet classification with deep convolutional neu-
ral networks. In Advances in neural information pro-
cessing systems, pages 1097–1105.
Lai, M. (2015). Giraffe: Using deep reinforcement learning
to play chess. arXiv preprint arXiv:1509.01549.
Oshri, B. and Khandwala, N. (2016). Predicting moves in
chess using convolutional neural networks. Stanford
University Course Project Reports-CS231n.
Patist, J. P. and Wiering, M. (2004). Learning to play draug-
hts using temporal difference learning with neural net-
works and databases. In Benelearn’04: Proceedings
of the Thirteenth Belgian-Dutch Conference on Ma-
chine Learning, pages 87–94.
Romstad, T., Costalba, M., Kiiski, J., Yang, D., Spitaleri,
S., and Ablett, J. (2011). Stockfish, open source chess
engine.
Schaul, T. and Schmidhuber, J. (2009). Scalable neural net-
works for board games. Artificial Neural Networks–
ICANN 2009, pages 1005–1014.
Sifaoui, A., Abdelkrim, A., and Benrejeb, M. (2008). On
the use of neural network as a universal approximator.
International Journal of Sciences and Techniques of
Automatic control & computer engineering, 2(1):336–
399.
Silver, D., Huang, A., Maddison, C. J., Guez, A., Sifre,
L., Van Den Driessche, G., Schrittwieser, J., Antonog-
lou, I., Panneershelvam, V., Lanctot, M., et al. (2016).
Mastering the game of Go with deep neural networks
and tree search. Nature, 529(7587):484–489.
Sutton, R. S. (1988). Learning to predict by the methods of
temporal differences. Machine learning, 3(1):9–44.
Sutton, R. S. and Barto, A. G. (1998). Reinforcement le-
arning: An introduction, volume 1. MIT press Cam-
bridge.
Tesauro, G. (1994). TD-gammon, a self-teaching back-
gammon program, achieves master-level play. Neural
computation, 6(2):215–219.
Thrun, S. (1995). Learning to play the game of chess. In
Advances in neural information processing systems,
pages 1069–1076.
van den Dries, S. and Wiering, M. A. (2012). Neural-
fitted td-leaf learning for playing othello with struc-
tured neural networks. IEEE Transactions on Neural
Networks and Learning Systems, 23(11):1701–1713.
van den Herik, H. J., Donkers, H., and Spronck, P. H.
(2005). Opponent modelling and commercial games.
In Proceedings of the IEEE 2005 Symposium on Com-
putational Intelligence and Games (CIG’05), pages
15–25.
Learning to Evaluate Chess Positions with Deep Neural Networks and Limited Lookahead
283