1) Killer draughtsRein Halbersma wrote:There are 4 variants that I can think of:
1) Killer draughts
2) Frisian draughts (orthogonal captures, and a few extra details)
3) Give-away draughts
4) Breakthrough draughts (aka Kingscourt, named by Martin Fierz)
Martin Fierz's blog has a story how he solved 4) and found 3) already very difficult to program well. His give-away program lost against a Russian program (in Russia, give-away is an often played variant for humans as well). I would expects patterns to pay off really well in this game.
I didn't intend to stray too far away from the spirit of the main variant. The line I'm looking at, normal -> Killer -> Breakthrough, has the advantage of progressively reducing the draw rate while hopefully keeping the strategy elements of the game.
For Killer draughts I now have data that confirms this. I can learn evaluation weights using Killer-draught games and use them in normal draughts; the level is the same as a more taylored eval, at least with logistic regression; this wasn't the case in 2015. I divide the score by 2 because they intuitively go up too quickly for the main variant: 2 for a man and 6-7 for a king, but positional scores are probably higher too. Technically this only affects ProbCut, though; the rest of search is mainly concerned with comparing scores.
These variants also required very few changes in my code: 2 lines for Killer draughts and about 10 for Breakthrough (not counting code for handling the presence of variants).
2) Frisian draughts
I had interest in Frisian draughts in 2015. During the man-machine match the same year, a proponent of the game even had leaflets in English; kudos to him! Unfortunately I was unable to understand the capturing rules on my way back (...); something about a king being worth "between one and two men" for captures. It looked ambiguous to me, and I couldn't translate it to maths (other than picking 1.5 at random). However I'm looking for information again and it looks much clearer in two stages:
- majority rule
- "king majority" as a secondary rule
If only I had seen that in 2015 ...
Other rules of Frisian draughts are a show stopper, though. I was only considering othogonal captures, with the smaller draw rate as a bonus. At most 3 moves by a wolf/king (as I recall) will destroy the best-designed endgame table builder in no time. Nonetheless apparently an old game with a lot of tradition; interesting that it's still played.
For evaluation, my only thought was that 4x4 patterns might not be enough for top-level performance: line of 3 squares don't fit anywere. So maybe 5x5 patterns (13 squares), which are difficult to learn => probably not worth the effort. Regardless of eval quality, I don't expect humans to resist the tactical precision of programs however.
3) Give-away draughts
I haven't considered that variant. Already the concept of material-only search breaks down (guess), so I would have to start with a manual eval that plays decently. Or fully-random games, pure-MC style. I doubt that the strategy would be relevant in any other variant, but am confident that the usual techniques would do well: endgame tables -> generating games -> learning patterns -> tuning pruning -> opening book. There is order in this chaos.
I'm not sure why you're expecting pattern evaluation to be especially adapted to this variant. Maybe you're referring to the fact that they (more or less) automate feature construction like neural networks. In my view, patterns should do well in all draughts variants. They might collapse on very large boards if long-distance strategy is important (as in Go).
4) Breakthrough draughts
I only knew about Martin's main page: http://www.fierz.ch/, so his blog is new to me: http://checker-board.blogspot.fr
He mentions months of computation before solving the variant on 8x8. This seems to confirm my intuition that the game is not solvable in 10x10, at least with our usual means.
Fabien.