Lev Finkelstein and Shaul Markovitch. Learning to Play Chess Selectively by Acquiring Move Patterns. ICCA Journal, 21:100-119 1998.
Several researchers have noted that human chess players do not perceive a position as a static entity, but as a collection of potential actions. Indeed, it looks as if human chess players are able to follow promising moves without considering all the alternatives. This work studies the possibility of incorporating such capabilities into chess programs. We present a methodology for representing move patterns. A move pattern is a structure consisting of a board pattern and a move that can be applied in that pattern. Move patterns are used for selecting promising branches of the search tree, allowing a narrower, and therefore deeper, search. Move patterns are learned during training games and are stored in an hierarchical structure to enable fast retrieval. The paper describes a language for representing move patterns, and algorithms for learning, storing, retrieving and using them.
@article{Finkelstein:1998:LPC,
Author = {Lev Finkelstein and Shaul Markovitch},
Title = {Learning to Play Chess Selectively by Acquiring Move Patterns},
Year = {1998},
Journal = {ICCA Journal},
Volume = {21},
Number = {2},
Pages = {100--119},
Url = {http://www.cs.technion.ac.il/~shaulm/papers/pdf/Finkelstein-Markovitch-icca1998.pdf},
Keywords = {Learning in Games, Games, Relational Reinforcement Learning},
Secondary-keywords = {Pattern Learning, Explanation-Based Learning, Adversary Search},
Abstract = {
Several researchers have noted that human chess players do not
perceive a position as a static entity, but as a collection of
potential actions. Indeed, it looks as if human chess players are
able to follow promising moves without considering all the
alternatives. This work studies the possibility of incorporating
such capabilities into chess programs. We present a methodology
for representing move patterns. A move pattern is a structure
consisting of a board pattern and a move that can be applied in
that pattern. Move patterns are used for selecting promising
branches of the search tree, allowing a narrower, and therefore
deeper, search. Move patterns are learned during training games
and are stored in an hierarchical structure to enable fast
retrieval. The paper describes a language for representing move
patterns, and algorithms for learning, storing, retrieving and
using them.
}
}