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Optimisation of a Checkers Player Using Neural and Metaheuristic Approaches

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Artificial Evolution (EA 2019)

Part of the book series: Lecture Notes in Computer Science ((LNTCS,volume 12052))

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Abstract

Within this paper we evaluate the components used to build a checkers playing system with no embedded expert knowledge. We found that Particle Swarm Optimisation (PSO) and Evolutionary Algorithms (EA) are suitable training methods for Artificial Neural Networks (ANN) acting as evaluation functions within minimax, when training on 2 and 4 plies. By playing the trained networks against one other the single best network was found, which was produced by 3000 iterations of PSO playing on 2 plies. We show that this network outperformed a piece differential evaluation function, both on a fixed number of plies, and when using iterative deepening search. We also show that the higher the amount of plies the better a system will perform, however it is the relative difference between the amount of plies that impacts the performance. External validation of the system shows it winning all 44 games it played against non-expert human players. It was also able to solve the hardest tasks on a checkers problem website. The system was also able to draw against Chinook, a checkers playing system with expert knowledge and state-of-the-art in the field.

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Correspondence to Ethan Bunce .

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Bunce, E., Keedwell, E. (2020). Optimisation of a Checkers Player Using Neural and Metaheuristic Approaches. In: Idoumghar, L., Legrand, P., Liefooghe, A., Lutton, E., Monmarché, N., Schoenauer, M. (eds) Artificial Evolution. EA 2019. Lecture Notes in Computer Science(), vol 12052. Springer, Cham. https://doi.org/10.1007/978-3-030-45715-0_5

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  • DOI: https://doi.org/10.1007/978-3-030-45715-0_5

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-45714-3

  • Online ISBN: 978-3-030-45715-0

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