CLOct 31, 2023

Learning to Play Chess from Textbooks (LEAP): a Corpus for Evaluating Chess Moves based on Sentiment Analysis

arXiv:2310.20260v12 citationsh-index: 23
Originality Synthesis-oriented
AI Analysis

This work addresses the limited textual resources in the chess domain for AI systems, though it is incremental as it applies existing sentiment analysis methods to a new dataset.

The paper tackles the problem of learning chess strategies by introducing a new knowledge source from chess textbooks, creating the LEAP corpus with 1164 sentences from 91 games, and demonstrates the feasibility of using transformer-based sentiment analysis models to evaluate chess moves, achieving a weighted micro F1 score of 68%.

Learning chess strategies has been investigated widely, with most studies focussing on learning from previous games using search algorithms. Chess textbooks encapsulate grandmaster knowledge, explain playing strategies and require a smaller search space compared to traditional chess agents. This paper examines chess textbooks as a new knowledge source for enabling machines to learn how to play chess -- a resource that has not been explored previously. We developed the LEAP corpus, a first and new heterogeneous dataset with structured (chess move notations and board states) and unstructured data (textual descriptions) collected from a chess textbook containing 1164 sentences discussing strategic moves from 91 games. We firstly labelled the sentences based on their relevance, i.e., whether they are discussing a move. Each relevant sentence was then labelled according to its sentiment towards the described move. We performed empirical experiments that assess the performance of various transformer-based baseline models for sentiment analysis. Our results demonstrate the feasibility of employing transformer-based sentiment analysis models for evaluating chess moves, with the best performing model obtaining a weighted micro F_1 score of 68%. Finally, we synthesised the LEAP corpus to create a larger dataset, which can be used as a solution to the limited textual resource in the chess domain.

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