SIPPER 1) PAPER TITLE Evolution of an Efficient Search Algorithm for the Mate-In-N Problem in Chess 2) AUTHORS Ami Hauptpman Dept. of Computer Science Ben-Gurion University Be'er Sheva 84105, Israel amiha@cs.bgu.ac.il Moshe Sipper Dept. of Computer Science Ben-Gurion University Be'er Sheva 84105, Israel sipper@cs.bgu.ac.il 3) CORRESPONDING AUTHOR Moshe Sipper 4) ABSTRACT We propose an approach for developing efficient search algorithms through genetic programming. Focusing on the game of chess we evolve entire game-tree search algorithms to solve the Mate-In-N problem: find a key move such that even with the best possible counterplays, the opponent cannot avoid being mated in (or before) move N. We show that our evolved search algorithms successfully solve several instances of the Mate-In-N problem, for the hardest ones developing 47% less game-tree nodes than CRAFTYb --a state-of-the-art chess engine with a ranking of 2614 points. Improvement is thus not over the basic alpha-beta algorithm, but over a world-class program using all standard enhancements. 5) CRITERIA (B) The result is equal to or better than a result that was accepted as a new scientific result at the time when it was published in a peer-reviewed scientific journal. (D) The result is publishable in its own right as a new scientific result---independent of the fact that the result was mechanically created. (F) The result is equal to or better than a result that was considered an achievement in its field at the time it was first discovered. (G) The result solves a problem of indisputable difficulty in its field. (H) The result holds its own or wins a regulated competition involving human contestants (in the form of either live human players or human-written computer programs). 6) STATEMENT Our evolved search algorithms perform better than CRAFTY, a world-class chess engine, in the task of finding mates-in-5 and less. This is a human-competitive achievement for several reasons: O First, IMPROVEMENT IS OVER A WORLD-CLASS PROGRAM, DESIGNED BY HUMANS, AND NOT OVER A STANDARD SEARCH ALGORITHM. While evolving search algorithms has been done before to some small extent, results were always compared to standard algorithms (such as alpha-beta or f-negascout). Here, we competed against a far superior opponent, with state-of-the-art search enhancements (including hash-tables, quiescence search, and other powerful pruning heuristics). CRAFTY has been under development for over a decade, and won second place in the Computer Speed-Chess Championship held in Bar-Ilan in 2004. THUS WE BEAT ONE OF THE TOP ENGINES IN THE WORLD. O Second, THE MATE-IN-N TASK, IN WHICH WE OUTPERFORMED CRAFTY, IS A CRUCIAL TASK FOR CHESS ENGINES. Games may be won or lost for missing a single mating combination (either the player's or the opponent's). Therefore, considerable effort is put into finding mates in chess engines (for example, in such positions, Deep Blue examines twice the normal number of nodes [Campbell et al, 2002]). Moreover, since competitive chess engines rely heavily on search, pruning the search tree is the focus of developmental efforts, since viewing less nodes leads to viewing nodes that are more important and thus better play. In that sense, WE FAIRED BETTER ON THE CENTRAL TASK OF A CHESS ENGINE. O Third, we also outperformed previously evolved search algorithms. As OUR ENTIRE SEARCH IS SUBJECT TO EVOLUTION (and not only parts of it, as in [Gross et al., 2002], for example), evolution itself finds better combinations of search and knowledge (and not the human GA/GP programmer who designed scaffolding algorithms in previous experiments). Thus, we applied evolution to a higher degree---to decide when to rely more on search and when to rely more on knowledge. Hence, the classical AI tradeoff of search vs. knowledge was not solved by a human, but was left for evolution. As a result, we attained superb results. 7) CITATION A. Hauptman and M. Sipper. "Evolution of an efficient search algorithm for the Mate-in-N Problem in Chess." In M. Ebner, M. Ob Neill, A. Ekart, L. Vanneschi, and A. I. Esparcia-Alcazar, editors, Proc. 10th European Conf. on Genetic Programming (EuroGP 2007), vol. 4445 of Lecture Notes in Computer Science, pages 78b 89, Valencia, Spain, 2007. Springer. 8) STATEMENT OF PRIZE DISTRIBUTION Any prize money, if any, is to be divided equally among the co-authors. 9) COMPARISON TO OTHER HUMAN-COMPETITIVE ENTRIES Why the judges should consider the entry as "best" in comparison to other entries that may also be "human-competitive": O EVOLVING AN ENTIRE ALGORITHM, rather than a solution or solution blueprint, is hard, arguably ONE OF THE HARDEST TASKS faced by EC practitioners, with relatively few highly successful examples. We HAVE EVOLVED AN ENTIRE SEARCH ALGORITHM in a truly ARDUOUS DOMAIN---chess---where man and machine compete ferociously. Direct design of algorithms by humans is itself no mean feat (to understate the caseb &), let alone evolving such algorithms. O Moreover, at the same time, WE SUCCESSFULLY COMPETE IN YET ANOTHER grueling and time-honored domain of AI: search algorithms. Thus we have demonstrated a DOUBLE STRIKE, as it were: SUCCESSFUL HUMAN COMPETITIVENESS IN BOTH CHESS AND SEARCH.