Home >Mobile Game Tutorial >Gaming News >How did Shogi AI surpass professional Shogi players? And where do you go from here? [CEDEC 2024]
At the game developer conference CEDEC 2024, a session ``Past, Present, and Future of Shogi AI'' was held by Tatsuya Sugimura of Motoyawata Asahi Law Office and Urao Yaneu
of Yaneu Design
. Let's report on a session that talked about the past and future of shogi AI, which has grown rapidly and now surpasses even professional shogi players.
The evaluation function and search algorithm are equivalent to the ``two wheels of a car'' |
Kunihito Hoki, appeared. Bonanza uses the ``Bonanza Method'' | , which ``searches for parameters such that the evaluation function used to judge each board is the same as the actual move made by a strong player,'' and automatically calculates parameters from human game records. It made it possible to make adjustments.
●Rise of SNS |
History of Shogi AI enhancement seen through ratings"Iro Rating" is used to express the strength of Shogi AI. This is an index originally devised to express chess skill, and it is also backed by mathematics. According to Shogi Club 24, the official online shogi competition site of the Japan Shogi Federation, which is also used by professional players, the human limit is around 3000 to 3300, and for first-dan amateurs it is around 1000. However, Bonanza's rating in 2005 was It was 2360. In 2009, when Bonanza vs. Mei Ryuo Watanabe, Ryuo Watanabe overcame a situation where he thought he might be defeated and won, but Bonanza's rating at that time was 2815. It can be seen that Ryuo Watanabe, whose strength is close to the human limit, was able to achieve this victory. In 2013, "Gikou" was 3713, more than 400 points higher than the human limit of 3300. Apparently, a difference of 400 means that you can win with a probability of over 90%. And the winner of the 2024 World Computer Shogi Championship "Would you like to become a CSA member?" has a score of 4914, which is far beyond that of humans. The important thing is that this is a rating based on a typical laptop PC that takes about 5 seconds to think about. Mr. Sugimura said that using something like a supercomputer, it would not be surprising if the number could reach around 7,000. Shogi AI has evolved to this point and is used by a wide range of players, both professional and amateur. It is often used in ways such as having AI analyze the shogi you played and verify which move was bad, or having it analyze the expected situation in a game and consider the best move for that situation. That's right. The future of shogi AIAs for the future, they talked about how to develop the world's strongest shogi AI. Current shogi AI can be roughly divided into the conventional ``NNUE type'' that uses αβ search, and the ``DL type'' that uses full-scale deep learning. And since the source code of both Yaneuraou and dlshogi, which are representative of each, has been released, there is a high possibility that the world's strongest shogi AI will be created by making one improvement. That's what he said. So, what can be improved from here? Those are the following five. ●Improved evaluation function Because the current NNUE type uses the CPU to perform calculations, there is a trade-off between the accuracy of the evaluation function and the number of scenarios that can be searched, making it extremely difficult to adjust. However, GPU calculations are said to be incompatible with αβ search. On the other hand, it is known that ResNet, the evaluation function used in many DL types, can be strengthened by introducing the attention mechanism of the transformer used in language models such as ChatGPT, and it is possible to make use of knowledge from the machine learning field. That's what they say.
NNUE-type shogi AI searches more than 100 million positions per second on a tournament-spec machine, but the accuracy of position evaluation is not very high, so it is said to be relatively stronger in the final stages than in the early stages. Therefore, when learning NNUE-type shogi AI, there seems to be a tendency for it to be better to concentrate on the early stages. On the other hand, there is also the idea that since the early stages, up to about the 32nd move, are often progressed in the fixed way (the best way of moving based on past research), there is no problem in omitting learning at that point. Also, since swinging rooks are not considered an effective tactic in the current tournament, there seems to be a way to omit them.
Because there are limits to manually editing the fixed marks, top teams are trying to automatically generate them. However, in order to create highly accurate chess moves, the shogi AI needs to run for a long time in one game, so this is not very efficient either. It seems that people who are familiar with graph theory and game tree search may be able to generate a large number of trails.
The NNUE type is based on the search section of the chess AI Stockfish, but in the same way, it is possible that it could be strengthened by bringing search ideas that have been successful in other AIs to the shogi AI. It is said that there is.
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