Learning to Play the Game of Chess
By Sebastian Thrun. 1994
Subfields: Reinforcement Learning
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Reinforcement Learning
- Sergey Levine
- Pieter Abbeel
- Peter Stone
- J. Urgen Schmidhuber
- Chelsea Finn
- J. Bagnell
- Jan Peters
- Shimon Whiteson
Citations in the corpus
- Mastering Chess and Shogi by Self-Play with a General Reinforcement Learning Algorithm (2017, neutral): “NeuroChess (33) evaluated positions by a neural network that used 175 handcrafted input features.”
- Giraffe: Using Deep Reinforcement Learning to Play Chess (2015, methodology): “For example, Thrun reported a difference of 2 orders of magnitude between his implementation of a neural-network based chess engine and a state of art chess engine of that time [18].”
- Deep Imitative Models for Flexible Inference, Planning, and Control (2018, methodology): “However, in practice, model-based and model-free RL algorithms are vulnerable to distributional drift (Thrun, 1995; Ross & Bagnell, 2010): when acting according to the learned model or policy, the agent visits states different from those seen during training, and in those it is unlikely to…”
- Reinforcement Learning: A Survey (1996, background): “Other games that have been studied include Go (Schraudolph, Dayan, & Sejnowski, 1994) and Chess (Thrun, 1995).”
- Safe, Multi-Agent, Reinforcement Learning for Autonomous Driving (2016, neutral): “See also [39, 38, 18, 8].”
- Generalized Markov Decision Processes: Dynamic-programming and Reinforcement-learning Algorithms (1996, background): “The theory of Markov decision processes can be used as a theoretical foundation forimportant results concerning this decision-making problem [2].”
- Robust Supervised Learning (2005, background): “(Thrun 1995, Pomerleau 1989) Consider the widely-known machine learning success of ALVINN, a neural network designed to drive at speed in both on-and off-road environments.”
- TDLeaf(lambda): Combining Temporal Difference Learning with Game-Tree Search (1999, background): “In contrast, finding a representation for chess, othello or Go which allows a small neural network to order moves at one-ply with near human performance is a far more difficult task [9, 11, 5].”
- Algorithms for Sequential Decision Making (1996, background): “Othergames that have been studied include Go [139] and Chess [161].”
- Adversarial Reinforcement Learning (1997, methodology): “[ Thrun, 1995] was moderately successful in using similar techniques in chess, but these techniques were not as successful as they had been in the checkers domain.”
- Experiments in Parameter Learning Using Temporal Differences (1998, methodology): “We discuss the details of our learning algorithm, details of KnightCap, and some of the principal reasons for KnightCap’sr id improvement.”
- Efficient Reductions for Imitation Learning (2010, background): “Ignoring the effects of the learner on the underlying state distribution leads to serious practical difficulties (Thrun 1995, Pomerleau 1989).”
- Reinforcement learning in the game of Othello: Learning against a fixed opponent and learning from self-play (2013, background): “Other RL applications to games include chess [4], checkers [5] and Go [6].”
- Cooperative Multi-Agent Learning: The State of the Art (2005, unknown): “Other games have included Tic-Tac-Toe [4], Mancala [61], Othello [241], Go [149], Chess [138, 269], Poker [139], Blackjack [261], Nim and 3D Tic-TacToe [219], and Tag [215].”
- Deep learning in robotics: a review of recent research (2017, background): “In hindsight, we see that chess was considered in the early years of artificial intelligence to be representative of human intelligence over machines [24].”