Giraffe 20150801
Posted: Sat Aug 01, 2015 10:46 pm
New Giraffe fresh from the zoo!
If you didn't catch it last time, Giraffe is a new experimental engine using deep learning. It tries to figure out all its chess knowledge by itself through self-play.
More details here if interested - http://talkchess.com/forum/viewtopic.php?t=56913
What's new in this version:
Eval
- Much better feature representation allowing better learning of game phase-dependent knowledge.
- SEE maps (http://talkchess.com/forum/viewtopic.php?t=57045), hopefully making it easier for Giraffe to learn space and control-based features
- Improvements in neural network architecture
- Improvements in how it generates test positions
- This brain has been trained for a much loooooonger time (48 hours on 20-core Xeon E5-2660 v2), and it was actually still learning at 48 hours
- End result: 8400/15000 on STS (1s per position), compared to 6100/15000 for the last release
Search
- Switched from depth-based search to node-based search (http://talkchess.com/forum/viewtopic.php?t=57092)
- Tactically, Giraffe is still quite weak, though significantly stronger than previous version
- node-based search hopefully makes end games much better, as well as things like deciding whether to exchange pieces or not
- Node budget allocation is still static. Will become neural-network-based in a week or 2. Hopefully that will make it much stronger tactically
- Depth reports are now completely meaningless. I added a simple formula to convert between node budget and depth just because the protocol assumes the engine to be doing depth-based search, but it really has nothing to do with depth.
Overall, switching to node-based search gave it about 26 Elo, and other search improvements gave it another 50-100. I'm not sure how much Elo the eval improvements give, but I'm guessing at least a good few hundred.
Just like last time, scores are probabilistic, and not in centipawns. A score of +10,000 (reported as +100.00 by many interfaces) means the engine thinks the moving side is surely going to win. Conversely for -10,000. Some interfaces will mis-interpret these scores as mate scores. It will not affect play.
Download: https://bitbucket.org/waterreaction/gir ... 150801.zip
32-bit Windows compile now available as well, though it has never been tested on an actual 32-bit machine, since it has been almost a decade since I last owned one.
Additional acknowledgements:
Miguel Ballicora, for Gaviota Tablebases. It's used to speed up training, and is not intended to be used during normal gameplay.
Thanks!
If you didn't catch it last time, Giraffe is a new experimental engine using deep learning. It tries to figure out all its chess knowledge by itself through self-play.
More details here if interested - http://talkchess.com/forum/viewtopic.php?t=56913
What's new in this version:
Eval
- Much better feature representation allowing better learning of game phase-dependent knowledge.
- SEE maps (http://talkchess.com/forum/viewtopic.php?t=57045), hopefully making it easier for Giraffe to learn space and control-based features
- Improvements in neural network architecture
- Improvements in how it generates test positions
- This brain has been trained for a much loooooonger time (48 hours on 20-core Xeon E5-2660 v2), and it was actually still learning at 48 hours
- End result: 8400/15000 on STS (1s per position), compared to 6100/15000 for the last release
Search
- Switched from depth-based search to node-based search (http://talkchess.com/forum/viewtopic.php?t=57092)
- Tactically, Giraffe is still quite weak, though significantly stronger than previous version
- node-based search hopefully makes end games much better, as well as things like deciding whether to exchange pieces or not
- Node budget allocation is still static. Will become neural-network-based in a week or 2. Hopefully that will make it much stronger tactically
- Depth reports are now completely meaningless. I added a simple formula to convert between node budget and depth just because the protocol assumes the engine to be doing depth-based search, but it really has nothing to do with depth.
Overall, switching to node-based search gave it about 26 Elo, and other search improvements gave it another 50-100. I'm not sure how much Elo the eval improvements give, but I'm guessing at least a good few hundred.
Just like last time, scores are probabilistic, and not in centipawns. A score of +10,000 (reported as +100.00 by many interfaces) means the engine thinks the moving side is surely going to win. Conversely for -10,000. Some interfaces will mis-interpret these scores as mate scores. It will not affect play.
Download: https://bitbucket.org/waterreaction/gir ... 150801.zip
32-bit Windows compile now available as well, though it has never been tested on an actual 32-bit machine, since it has been almost a decade since I last owned one.
Additional acknowledgements:
Miguel Ballicora, for Gaviota Tablebases. It's used to speed up training, and is not intended to be used during normal gameplay.
Thanks!