MinervaZero: A Self-Trained Chess Engine for Atomic Chess - An Empirical Study of Neural Network Size, Transfer Learning, and Rule Acquisition in Atomic Chess
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Examensarbete på kandidatnivå
Bachelor Thesis
Bachelor Thesis
Program
Modellbyggare
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Sammanfattning
Chess engines emerged shortly after the invention of modern computing. Traditional
engines relied on handcrafted heuristics and evaluation functions derived from human expertise. In 2017, AlphaZero defeated Stockfish, the strongest chess engine at
the time, using reinforcement learning and self-play rather than manually designed
evaluation strategies.
This thesis presents MinervaZero, an AlphaZero-style engine developed for the Atomic
Chess variant. It uses Monte Carlo Tree Search (MCTS) guided by a neural network
to evaluate board positions and select promising moves. The primary objective of
the project is to outperform a baseline MCTS rollout engine. Furthermore, the thesis examines the effect of transfer learning from standard chess, the impact of neural
network size, and how well the network internalizes the rules of Atomic Chess.
The engine was implemented in C++ and designed with extensive parallelization to
utilize the available hardware resources on a compute cluster node. Multiple models
were trained, and then evaluated through both head-to-head matches and controlled
experiments across thousands of training iterations. The most extensively trained
model completed 5000 training iterations, played 2.56 million matches, and trained
on 81.9 million positions extracted from those games.
The results show that MinervaZero substantially outperforms the baseline MCTS
rollout engine after sufficient training. Transfer learning from standard chess provides no performance advantage. Larger networks achieve stronger performance
during early training stages. Furthermore, the neural network quickly reduces illegal move probabilities when training, indicating strong rule acquisition.
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Ämne/nyckelord
AlphaZero, Atomic Chess, Neural Network Chess Engine, Transfer Learn ing, Monte Carlo Tree Search, Rule Acquisition
