AIApr 28, 2023
Representation Matters for Mastering Chess: Improved Feature Representation in AlphaZero Outperforms Switching to TransformersJohannes 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.
LGJan 30, 2024
Checkmating One, by Using Many: Combining Mixture of Experts with MCTS to Improve in ChessFelix 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.
AIMay 22, 2023
Know your Enemy: Investigating Monte-Carlo Tree Search with Opponent Models in PommermanJannis 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.
NEJul 19, 2021
Generative Adversarial Neural Cellular AutomataMaximilian Otte, Quentin Delfosse, Johannes Czech et al.
Motivated by the interaction between cells, the recently introduced concept of Neural Cellular Automata shows promising results in a variety of tasks. So far, this concept was mostly used to generate images for a single scenario. As each scenario requires a new model, this type of generation seems contradictory to the adaptability of cells in nature. To address this contradiction, we introduce a concept using different initial environments as input while using a single Neural Cellular Automata to produce several outputs. Additionally, we introduce GANCA, a novel algorithm that combines Neural Cellular Automata with Generative Adversarial Networks, allowing for more generalization through adversarial training. The experiments show that a single model is capable of learning several images when presented with different inputs, and that the adversarially trained model improves drastically on out-of-distribution data compared to a supervised trained model.
AIDec 20, 2020
Monte-Carlo Graph Search for AlphaZeroJohannes Czech, Patrick Korus, Kristian Kersting
The AlphaZero algorithm has been successfully applied in a range of discrete domains, most notably board games. It utilizes a neural network, that learns a value and policy function to guide the exploration in a Monte-Carlo Tree Search. Although many search improvements have been proposed for Monte-Carlo Tree Search in the past, most of them refer to an older variant of the Upper Confidence bounds for Trees algorithm that does not use a policy for planning. We introduce a new, improved search algorithm for AlphaZero which generalizes the search tree to a directed acyclic graph. This enables information flow across different subtrees and greatly reduces memory consumption. Along with Monte-Carlo Graph Search, we propose a number of further extensions, such as the inclusion of Epsilon-greedy exploration, a revised terminal solver and the integration of domain knowledge as constraints. In our evaluations, we use the CrazyAra engine on chess and crazyhouse as examples to show that these changes bring significant improvements to AlphaZero.
AIAug 19, 2019
Learning to play the Chess Variant Crazyhouse above World Champion Level with Deep Neural Networks and Human DataJohannes Czech, Moritz Willig, Alena Beyer et al.
Deep neural networks have been successfully applied in learning the board games Go, chess and shogi without prior knowledge by making use of reinforcement learning. Although starting from zero knowledge has been shown to yield impressive results, it is associated with high computationally costs especially for complex games. With this paper, we present CrazyAra which is a neural network based engine solely trained in supervised manner for the chess variant crazyhouse. Crazyhouse is a game with a higher branching factor than chess and there is only limited data of lower quality available compared to AlphaGo. Therefore, we focus on improving efficiency in multiple aspects while relying on low computational resources. These improvements include modifications in the neural network design and training configuration, the introduction of a data normalization step and a more sample efficient Monte-Carlo tree search which has a lower chance to blunder. After training on 569,537 human games for 1.5 days we achieve a move prediction accuracy of 60.4%. During development, versions of CrazyAra played professional human players. Most notably, CrazyAra achieved a four to one win over 2017 crazyhouse world champion Justin Tan (aka LM Jann Lee) who is more than 400 Elo higher rated compared to the average player in our training set. Furthermore, we test the playing strength of CrazyAra on CPU against all participants of the second Crazyhouse Computer Championships 2017, winning against twelve of the thirteen participants. Finally, for CrazyAraFish we continue training our model on generated engine games. In ten long-time control matches playing Stockfish 10, CrazyAraFish wins three games and draws one out of ten matches.