Johannes Czech

AI
3papers
13citations
Novelty33%
AI Score26

3 Papers

12.5AIApr 28, 2023
Representation Matters for Mastering Chess: Improved Feature Representation in AlphaZero Outperforms Switching to Transformers

Johannes Czech, Jannis Blüml, Kristian Kersting et al.

While transformers have gained recognition as a versatile tool for artificial intelligence (AI), an unexplored challenge arises in the context of chess - a classical AI benchmark. Here, incorporating Vision Transformers (ViTs) into AlphaZero is insufficient for chess mastery, mainly due to ViTs' computational limitations. The attempt to optimize their efficiency by combining MobileNet and NextViT outperformed AlphaZero by about 30 Elo. However, we propose a practical improvement that involves a simple change in the input representation and value loss functions. As a result, we achieve a significant performance boost of up to 180 Elo points beyond what is currently achievable with AlphaZero in chess. In addition to these improvements, our experimental results using the Integrated Gradient technique confirm the effectiveness of the newly introduced features.

7.9LGJan 30, 2024Code
Checkmating One, by Using Many: Combining Mixture of Experts with MCTS to Improve in Chess

Felix Helfenstein, Johannes Czech, Jannis Blüml et al.

In games like chess, strategy evolves dramatically across distinct phases - the opening, middlegame, and endgame each demand different forms of reasoning and decision-making. Yet, many modern chess engines rely on a single neural network to play the entire game uniformly, often missing opportunities to specialize. In this work, we introduce M2CTS, a modular framework that combines Mixture of Experts with Monte Carlo Tree Search to adapt strategy dynamically based on game phase. We explore three different methods for training the neural networks: Separated Learning, Staged Learning, and Weighted Learning. By routing decisions through specialized neural networks trained for each phase, M2CTS improves both computational efficiency and playing strength. In experiments on chess, M2CTS achieves up to +122 Elo over standard single-model baselines and shows promising generalization to multi-agent domains such as Pommerman. These results highlight how modular, phase-aware systems can better align with the structured nature of games and move us closer to human-like behavior in dividing a problem into many smaller units.

2.1AIMay 22, 2023Code
Know your Enemy: Investigating Monte-Carlo Tree Search with Opponent Models in Pommerman

Jannis Weil, Johannes Czech, Tobias Meuser et al.

In combination with Reinforcement Learning, Monte-Carlo Tree Search has shown to outperform human grandmasters in games such as Chess, Shogi and Go with little to no prior domain knowledge. However, most classical use cases only feature up to two players. Scaling the search to an arbitrary number of players presents a computational challenge, especially if decisions have to be planned over a longer time horizon. In this work, we investigate techniques that transform general-sum multiplayer games into single-player and two-player games that consider other agents to act according to given opponent models. For our evaluation, we focus on the challenging Pommerman environment which involves partial observability, a long time horizon and sparse rewards. In combination with our search methods, we investigate the phenomena of opponent modeling using heuristics and self-play. Overall, we demonstrate the effectiveness of our multiplayer search variants both in a supervised learning and reinforcement learning setting.