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Training Neural networks to play checkers

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Presentation on theme: "Training Neural networks to play checkers"— Presentation transcript:

1 Training Neural networks to play checkers
Daniel Boonzaaier Supervisor – Adiel Ismail September 2017

2 Contents Recap Project Goal Neural Network Particle Swarm Optimization
Training Results System Testing User Testing Future Work References Project Demo Questions

3 Recap Checkers Neural Network Particle Swarm Optimization
Creating an intelligent game playing agent using neural networks and particle swarm optimisation for the game of checkers. Personal Best Global Best

4 Project Goal Determine the ability of Neural Networks to learn the game of Checkers from zero knowledge with a single depth look ahead.

5 Neural Network Score i.e. 0.67
The Neural Network is used to constantly evaluate the board and do calculations to determine the best move. Every turn all possible moves are evaluated and scored. The move with the highest score is chosen. Calculation is done after a copy of the board vector has been made, a move made to the copy and then evaluated. This is done for every possible move. Score i.e. 0.67

6 Particle Swarm Optimisation
Used for Training only. Updates the weights of the Neural Networks based on a fitness calculated for each and a velocity function. Fitness calculated by having Neural Networks play each other. Add 1 for a win. Minus 2 for a loss. Draw adds 0. Particle = Weights of a Neural Network Agent Fitness = 2 Fitness = -2 Fitness = 5

7 Training Results Benchmark – Games played with randomly selected moves. White win – 40,00% Black win – 41,09% Draws – 18,91% Average – 40,54%

8 System Testing Testing that all components work together correctly and remove any errors/bugs in code.

9 User Testing User testing for GUI.
Neural Network playing ability VS human players. User feedback on the GUI, advice, bugs and other comments.

10 User Testing

11 User Testing

12 Future Work Improvements can be made in training by increasing the depth of the look ahead. Allow the Neural Network to evaluate future moves and consequences. Single depth

13 Project Plan Term 1 – Research  Term 2 – Designing and Prototyping 
Research related works and determine requirements Term 2 – Designing and Prototyping  Design program and neural net Term 3 – Implementation of Design  Create program and train neural net Term 4 – Testing and Refining  Test competency and refine program if necessary

14 References A. L. Samuel, “Some Studies in Machine Learning Using the Game of Checkers”, IBM Journal, Vol 3, No. 3, (July 1959) K. Chellapilla, D. B. Fogel, “Evolving Neural Networks to Play Checkers Without Relying on Expert Knowledge”, IEEE Transactions on Neural Networks, Vol. 10, No 6, (Nov 1999) N. Franken, A. P. Engelbrecht, “Evolving intelligent game-playing agents”, Proceedings of SAICSIT, Pages , (2003) N. Franken, A. P. Engelbrecht, “Comparing PSO structures to learn the game of checkers from zero knowledge”, The 2003 Congress on Evolutionary Computation. (2003) A. Singh, K. Deep, “Use of Evolutionary Algorithms to Play the Game of Checkers: Historical Developments, Challenges and Future Prospects”, Proceedings of the Third International Conference on Soft Computing for Problem Solving, Advances in Intelligent Systems and Computing 259, (2014) H. Kwasnicka, A. Spirydowicz, “Checkers: TD (λ) Learning Applied for Deterministic Game”, Department of Computer Science, Wroclaw University of Technology, Poland. (June 2014)

15 Project Demo

16 Questions?


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