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Estatística
Título: NEURAL ALPHA-BETA PRUNING CHESS ENGINE IMPLEMENTATION
Autor(es): THOMAS MERGENER GOUVEA MENDES
Colaborador(es): AUGUSTO CESAR ESPINDOLA BAFFA - Orientador
Catalogação: 24/SET/2025 Língua(s): ENGLISH - UNITED STATES
Tipo: TEXT Subtipo: SENIOR PROJECT
Notas: [pt] Todos os dados constantes dos documentos são de inteira responsabilidade de seus autores. Os dados utilizados nas descrições dos documentos estão em conformidade com os sistemas da administração da PUC-Rio.
[en] All data contained in the documents are the sole responsibility of the authors. The data used in the descriptions of the documents are in conformity with the systems of the administration of PUC-Rio.
Referência(s): [pt] https://www.maxwell.vrac.puc-rio.br/projetosEspeciais/TFCs/consultas/conteudo.php?strSecao=resultado&nrSeq=73220@1
[en] https://www.maxwell.vrac.puc-rio.br/projetosEspeciais/TFCs/consultas/conteudo.php?strSecao=resultado&nrSeq=73220@2
DOI: https://doi.org/10.17771/PUCRio.acad.73220
Resumo:
Chess engines represent a critical benchmark in artificial intelligence due to the game s complexity and well-defined rules. This project aimed to develop a functional and competitive chess playing engine, Illumina, employing the Alpha-Beta pruning algorithm to search the game tree and an Efficiently Updatable Neural Network (NNUE) to perform static evaluation of positions. The development of the engine was iterative, with SPRT testing steps on each newly integrated feature to statistically ensure strength progression or non-regression. The neural network employed for static evaluation was trained on data generated by millions of Illumina s self-play games in very fast time control. As of the writing of this paper, Illumina has been tested against several other engines and ranks highly among many other superhuman chess engines.
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