Skip to main content

Evolving a Neural Network to Play Checkers without Human Expertise

  • Chapter
Computational Intelligence in Games

Part of the book series: Studies in Fuzziness and Soft Computing ((STUDFUZZ,volume 62))

Abstract

We have been exploring the potential for a co-evolutionary process to learn how to play checkers without relying on the usual inclusion of human expertise in the form of features that are believed to be important to playing well. In particular, we have focused on the use of a population of neural networks, where each network serves as an evaluation function to describe the quality of the current board position. After only a little more than 800 generations, the evolutionary process has generated a neural network that can play checkers at the expert level as designated by the U.S. Chess Federation rating system. This has been documented against real players with games played over the Internet. Our checkers program, named Anaconda, has also competed well against commercially available software.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 84.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 109.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Schaeffer, J. (1996), One Jump Ahead: Challenging Human Supremacy in Checkers, Springer, Berlin.

    Google Scholar 

  2. Samuel, A. L. (1959), “Some studies in machine learning using the game of checkers,” IBM J. Res. Deli., vol. 3, no. 3, pp. 210–219.

    Article  Google Scholar 

  3. Chellapilla, K. and Fogel, D. B. (1999), “Evolution, neural networks, games, and intelligence,” Proceedings of the IEEE, vol. 87, no. 9, pp. 1471–1498.

    Article  Google Scholar 

  4. Chellapilla. K. and Fogel, D. B. (2000) “Evolving an expert checkers playing program without using human expertise,” IEEE Trans. Pattern Analysis and Machine Intelligence, in review.

    Google Scholar 

  5. Minsky, M. L. (1961) “Steps toward artificial intelligence,” Proceedings of the IRE, vol. 49, no. 1, pp. 8–30.

    Article  MathSciNet  Google Scholar 

  6. Hornik, K., Stinchcombe, M., and White, H. (1989) “Multilayer feedforward networks are universal approximators,” Neural Networks, vol. 2, pp. 359–366.

    Article  Google Scholar 

  7. Poggio, T. and Girosi, F. (1990) “Networks for approximation and learning,” Proceedings of the IEEE, vol. 78, no. 9, pp. 1481–1497.

    Article  Google Scholar 

  8. Bäck, T., Hammel, U., and Schwefel, H.-P. (1997) “Evolutionary computation: comments on the history and current state,” IEEE Transactions on Evolutionary Computation, vol. 1, no. 1, pp. 3–17.

    Article  Google Scholar 

  9. Bäck, T. (1996) Evolutionary Algorithms in Theory and Practice, Oxford, NY.

    MATH  Google Scholar 

  10. Michalewicz, Z. and Fogel, D. B. (2000) How to Solve It: Modern Heuristics, Springer, Berlin.

    MATH  Google Scholar 

  11. Fogel, L. J. (1999) Intelligence through Simulated Evolution, John Wiley, NY.

    MATH  Google Scholar 

  12. Yao, X. (1999) “Evolving artificial neural networks,” Proceedings of the IEEE, vol. 87, no. 9, pp. 1423–1447.

    Article  Google Scholar 

  13. Yao, X. and Fogel, D. B. (2000), Proceedings of the First IEEE Symposium on Combinations of Evolutionary Computation and Neural Networks,IEEE Press, Piscataway, NJ, in press.

    Google Scholar 

Download references

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2001 Physica-Verlag Heidelberg

About this chapter

Cite this chapter

Chellapilla, K., Fogel, D.B. (2001). Evolving a Neural Network to Play Checkers without Human Expertise. In: Baba, N., Jain, L.C. (eds) Computational Intelligence in Games. Studies in Fuzziness and Soft Computing, vol 62. Physica, Heidelberg. https://doi.org/10.1007/978-3-7908-1833-8_2

Download citation

  • DOI: https://doi.org/10.1007/978-3-7908-1833-8_2

  • Publisher Name: Physica, Heidelberg

  • Print ISBN: 978-3-662-00369-5

  • Online ISBN: 978-3-7908-1833-8

  • eBook Packages: Springer Book Archive

Publish with us

Policies and ethics