The Application of Artificial Intelligence in Chess Game
Chenyu Zhuang
a
International Digital Economy College, Minjiang University, Fuzhou, Fujian, China
Keywords: Artificial Intelligence, Chess Game, Search Algorithms.
Abstract: Because of its extremely high complexity, the chess game has long been a key field in the development of
artificial intelligence. With the continuous progress of science and technology, computing power is increasing
day by day, and more complex search algorithms and evaluation functions are widely used, which promotes
the continuous improvement of artificial intelligence chess power. There are many kinds of chess games, and
artificial intelligence has shown great strength in many complex chess projects, even surpassing the top human
chess players. This paper focuses on the four kinds of chess, Chinese chess Black and White chess, Gobang
and Go to carry out in-depth discussion, systematically analyze the application of artificial intelligence in
board games, and discuss the limitations of existing artificial intelligence board games, and then forecast the
development trend of future board games. This paper aims to summarize the current scientific and
technological level of artificial intelligence games and put forward suggestions for the next development.
1 INTRODUCTION
In the course of the development of artificial
intelligence board games, in 1928, the two-person
zero-sum minimax theorem proposed by v. Neumann,
the father of computers, laid the theoretical
cornerstone of board games. In 1950, Claude Ellwood
Shannon proposed a computer scheme for chess(v.
Neumann, 1928; Li & Wu, 1995; Shannon, 1950).
The "Mac Hack VI" chess program, which appeared
in 1967, could beat chess beginners, and by the 1990s
IBM's Deep Blue computer had successfully defeated
world chess champion Garry Kasparov. In 2016,
Google's AlphaGo successfully defeated Go world
champion Lee Sedol, allowing the world to see the
strength of artificial intelligence board games. In
2017, the AlphaGO team launched AlphaGO Zero
without human training, relying only on self-
reinforcement learning, surpassing all previous
versions and pushing the artificial intelligence game
to a new height.
In the field of artificial intelligence board games,
board game provides a valuable experimental scene
for the development of artificial intelligence,
constantly promote the development of artificial
intelligence technology, but also promote the
development of chess sports, provide people with
a
https://orcid.org/0009-0006-0094-2884
better chess ideas, provide a variety of training tools,
and makes an important contribution to improving the
competitive level of chess players. In artificial
intelligence board games, search algorithms are used
to select strategies, such as depth-first, breadth-first,
iterative deepening search, Monte Carlo tree search,
alpha-beta pruning search, heuristic search, etc. In
terms of evaluation function, the advantages and
disadvantages of chess can be evaluated according to
different rules and characteristics of chess games. It
can also be learned through supervised learning and
using a large number of human chess pieces, or
through reinforcement learning, artificial intelligence
can play chess by itself to continuously improve its
chess ability. Focusing on the above search
algorithms and evaluation functions.
This paper gives a detailed introduction to the four
kinds of chess, Chinese chess black and white
chess, Gobang and Go, and artificial intelligence
game methods, as well as the future development of
artificial intelligence games, integrate more artificial
intelligence technology, and look forward to a wider
range of applications, hoping to provide greater value
to the field of artificial intelligence.
586
Zhuang, C.
The Application of Artificial Intelligence in Chess Game.
DOI: 10.5220/0013702400004670
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 2nd International Conference on Data Science and Engineering (ICDSE 2025), pages 586-590
ISBN: 978-989-758-765-8
Proceedings Copyright © 2025 by SCITEPRESS – Science and Technology Publications, Lda.
2 METHOD
2.1 The Application of Artificial
Intelligence in the Field of Chinese
Chess
In the field of Chinese chess games, artificial
intelligence has transformed the landscape of this
board game. The chessboard is 9×10 in size, and the
moves are relatively fixed. Its complexity is lower
than that of Go. Traditional search algorithms,
heuristic search algorithms, and evaluation functions
can be utilized to find better solutions. However,
compared to Go, it has a relatively lower dependence
on deep learning. The rules of chess are relatively
clear, and it has more quantifiable evaluation
indicators. For example, different pieces such as the
chariot, the horse, the cannon, and the soldier have
different values, and these values can provide
references for situation assessment. Therefore, the
situation score can be calculated through relatively
clear evaluation functions, which makes the
calculation of chess based on traditional rules easier
to understand and operate.
Based on the analysis of the shortcomings of a
single permutation table, the higher-ups proposed a
permutation table algorithm based on hash
technology. In this algorithm, the first permutation
table adopts a depth-first strategy, while the second
one employs the always-overwriting strategy.
Through this approach, the double permutation table
can effectively improve the hit rate of the system,
avoid the problem that shallow records in the depth-
first table cannot be stored, and solve the defect of the
always-replacing table that ignores the search depth.
Experimental results show that the double
permutation table has obvious advantages in
improving the search efficiency of the Chinese chess
human-machine game system (Gao & Guo, 2008).
Yue et al. conducted research on improving the
efficiency of the α - β pruning algorithm. By
referring to the existing heuristic methods in chess,
they proposed to utilize permutation table heuristics,
static evaluation heuristics, dynamic heuristics (killer
heuristics and historical heuristics), and expand the
window for internal iterations to deepen the
generation of better move arrangement schemes. This
scheme has strong heuristic capabilities. The
experimental results show that it can significantly
improve the efficiency of the α-β pruning algorithm
(Yue & Feng, 2009).
Guo analyzed the roles of the evaluation function
and the auxiliary search mechanism in the chess game
system, proposed the application of the B* algorithm
based on the best-first search strategy, and improved
the evaluation function. This method adopts the
method of returning correction values, which is fed
back from the lower-level nodes to the upper-level
nodes, and modifies the optimistic and pessimistic
values of the upper-level nodes, so as to continuously
shorten the value range and reach the termination
condition of the algorithm, making it easier to find the
best branch. The experimental results show that the
B* algorithm is effective in the chess game and
improves the efficiency of search (Guo, 2010).
2.2 The Application of Artificial
Intelligence in the Field of Black
and White Chess.
In the game of Black and White chess, artificial
intelligence provides more powerful learning and
training tools, enriching the tactical strategies of
black and white chess, and having no small impact on
the development of black and white chess. The Black
and white chess board is 8×8, a total of 64 grids, and
its complexity is far less than Go. When artificial
intelligence is looking for the best solution, more
search algorithms are used to build game trees for
search and evaluation, and less deep learning and
reinforcement learning are used. When evaluating the
situation, Black and White chess mainly calculates
the situation according to the number of pieces,
occupying positions and the number of flipped pieces,
etc., based on relatively clear rules and through clear
evaluation functions.
By combining the estimation process of the
generated game tree nodes with the search process of
the game tree, Du et al. proposed to use Alpha-Beta
pruning and max-min principle methods to search for
the best position, optimize the game tree search and
valuation function from two aspects and change the
search order will improve the efficiency of the
pruning algorithm. When the algorithm gives the
chosen step, do not stop the search immediately, but
search a few steps further on the original estimated
possible path, and check again whether there will be
accidents, and add auxiliary search methods. The
experimental results show the effectiveness of the
algorithm, which improves the original algorithm and
improves the search speed (Du & Cheng, 2007).
Li studied the game tree search algorithm and
proposed a heuristic improvement on the basis of the
game tree search algorithm. Heuristic factors include:
the double substitution table heuristic, shallow
detection heuristic and "killer" heuristic. In node
sorting, the method of dynamic selection of node
The Application of Artificial Intelligence in Chess Game
587
sorting is used, including controlling a certain sort
depth, pv node sorting, child node sorting of the
"eldest" node and so on. After the above
improvement, the experimental results show that the
improved heuristic game search is better than the
general heuristic search. At the same time, the 0
window heuristic search strategy is used to further
improve the search efficiency (Li, 2010).
Peng studied the application of artificial
intelligence in Black and white chess, introduced the
classic black and white chess algorithm, studied the
Monte Carlo tree search algorithm, Q learning
algorithm and SARSA algorithm, and applied them in
black and white chess. The experiment shows the
effectiveness of the Monte Carlo tree search
algorithm, Q learning algorithm and SARSA
algorithm, which improves the search efficiency
(Peng, 2021).
2.3 The Application of Artificial
Intelligence in the Field of Gobang
In the field of Gobang (Five-in-a-row) games,
artificial intelligence has a significant impact on its
development. The Gobang board is typically 15×15
or 19×19, with fewer moves compared to Go and a
lower level of complexity. In Gobang games based on
artificial intelligence, decisions are often made by
directly matching known winnings or draw patterns.
For more complex situations, artificial intelligence
uses search algorithms to construct game trees for
search and evaluation. Gobang relies far less on deep
learning and reinforcement learning than Go. The
evaluation of Gobang's positions is relatively simple,
and the superiority or inferiority of the game can be
calculated through quantitative analysis of the board
patterns.
Wang conducted in-depth research on the α-β
pruning algorithm and proposed an improved game
tree search algorithm that combines the five-in-a-
row/double-three function, evaluation function, and
α-β pruning algorithm. This algorithm first applies
the five-in-a-row/double-three function and the
evaluation function for judgment. If no suitable chess
point is found, it then uses the α - β pruning
algorithm for search. The experimental results
achieved a human-machine intelligent Go game and
verified the effectiveness of the game tree search,
improving the algorithm efficiency (Wang, 2011).
Cheng et al. improved the Alpha-Beta search
algorithm by studying it and proposed an enhanced
version that incorporates local search, static
evaluation heuristics, and iterative deepening to boost
the efficiency of the Alpha-Beta search algorithm.
This experiment tailored the search algorithm to the
characteristics of Gobang, achieving the goal of
enhancing search efficiency and significantly
improving it (Cheng & Lei, 2012).
Shen proposed a Gobang algorithm based on
Monte Carlo Tree Search and deep neural networks
in response to the study of the branching factors and
complexity of Gobang game situations. The
algorithm simulates Gobang games using Monte
Carlo Tree Search and is fully trained through self-
play reinforcement learning. At the same time, a
Gobang policy evaluation deep neural network
composed of multiple residual blocks is used to
evaluate the move positions and sample movements
in Gobang games. The residual structure forms cross-
layer connections, making the network more stable
and easier to train. Using the policy evaluation deep
neural network with a residual structure to guide the
Monte Carlo Tree Search enhances the intensity of
the tree search, resulting in higher quality moves and
stronger self-play iterations. Experimental results
demonstrated the feasibility of this method and
increased the speed of training the Gobang algorithm
model agent (Shen, 2021).
2.4 The Application of Artificial
Intelligence in the Field of Go.
The introduction of artificial intelligence in the game
of Go has completely transformed the development
landscape of the world's Go. The AI's Go-playing
ability has surpassed that of all Go players around the
world, making it the leader in this field. The Go board
is 19×19, with 361 intersections. Theoretically, there
are 361 possible moves for the first step, and the
complexity of the combinations is extremely high,
making it one of the most complex board games in the
world. Therefore, Go games based on artificial
intelligence, rely more on deep learning and
reinforcement learning for calculation. The
evaluation of the Go board situation is difficult to
precisely quantify with simple rules, and the value of
the pieces is not fixed. AI uses deep learning models
to learn how to evaluate the board situation. This
board situation evaluation is based on learning from a
vast number of games and feature extraction, rather
than using simple rule evaluation and blind
calculation.
Through studying the design and implementation
of AlphaGo's value neural network, Wang created a
Go dataset, reproduced the value neural network
model, optimized the algorithm for the network
training process, and implemented a 36-layer deep
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residual value neural network. Finally, he conducted
large-scale distributed neural network training and
trained a more accurate value neural network. This
experiment designed a more precise value neural
network that can accurately predict the winning rates
of black and white pieces. Compared with AlphaGo's
value neural network, improvements were made in
dataset creation, network model construction, and
large-scale distributed training, enhancing the
valuation accuracy (Wang, 2018).
With the aim of reducing reliance on computing
power and enhancing algorithm performance, this
study focuses on improving the feedback mechanism
and neural network of deep reinforcement learning
algorithms in computer board game applications. A
hybrid deep reinforcement learning model is
proposed, featuring a novel neural network structure
called the "max-average output layer," which replaces
several convolutional layers in the middle of the
CNN. This method is based on deep reinforcement
learning for board games and employs a Q-value
update approach that combines Q-Learning and
Sarsa(λ) in the Q-table. Using Microsoft's .Net
Framework 4.7.2 and the Microsoft Cognitive Toolkit
deep learning library, a Go game-playing program
based on deep reinforcement learning was designed
and implemented. The performance of the network
structure with the "max-average output layer" was
verified, and the algorithm performance was
improved (Lv, 2020).
The AlphaGo series was trained through human
expert supervision learning and self-play
reinforcement learning. The AlphaGo team proposed
an algorithm based solely on reinforcement learning,
without human data guidance, and designed AlphaGo
Zero. This version became its own teacher and
reduced the utilization of tree search. In this
experiment, AlphaGo Zero defeated the previous
most powerful AlphaGo version by a large margin.
The latter was trained from human data through
manual education. However, the former was trained
through self-play reinforcement learning, using 40
residual block neural networks for 40 days, achieving
better performance (Silver et al., 2017).
3 CURRENT LIMITATIONS AND
FUTURE DEVELOPMENT
PROSPECTS
The development of artificial intelligence in board
games has been rapid. Although AI has defeated top
human players in complex games like Go, the
progress in some other board games has been
relatively slow. Moreover, AI's performance may be
affected when facing opponents with different styles
and more complex situations. Therefore, the
adaptability of AI still needs to be improved. When
dealing with complex board game problems, AI
requires a large amount of computing resources and
time for search and decision-making. Even with some
optimization algorithms, it is still difficult to quickly
provide the optimal solution within limited
computing resources, which restricts its application in
scenarios with high real-time requirements. In the
long term, enhancing the generalization ability of AI
is crucial for its application in board games. AI with
strong generalization ability can better adapt to
different playing styles and various complex
situations, rather than being limited to specific
scenarios or patterns. The improvement of the
explainability of AI's decision-making process should
not be ignored either. Explainability enables humans
to understand the decision-making logic of AI more
clearly, which is helpful for further optimizing its
strategies and enhancing the trust and collaboration
between humans and AI in board game interactions.
In the future, it is hoped that multiple AI technologies
can be integrated to increase computing power,
provide the optimal solution more quickly within
limited computing resources, adapt to more complex
situations, and at the same time, strengthen the
generalization ability of AI to handle more complex
scenarios and enhance the explainability of its
decision-making process, so as to promote greater
development and open up broader space for AI in the
field of board games.
4 CONCLUSIONS
This article analyzes the artificial intelligence (AI)
game-playing methods in four types of board games
(Chinese chess, Black and White chess, Gobang, and
Go), delving into the application and development of
AI in board game competitions. Chinese chess and
Gobang to some extent rely on traditional search
algorithms and evaluation functions, through which
effective situation assessment and decision-making
can be achieved. However, due to the highly complex
board and vast computational space of Go, it more
heavily depends on advanced technologies such as
deep learning and reinforcement learning to handle
complex game situations. Through detailed analysis
of these four types of board games, not only
demonstrates how AI has broken through technical
bottlenecks and continuously improved the
The Application of Artificial Intelligence in Chess Game
589
intelligence level of board game competitions but also
reveals the different challenges and solutions in the
application of AI in different board games. With the
continuous integration and development of multiple
technologies, AI will also play an increasingly
important role in more complex and diverse fields,
promoting innovation and development in various
industries. The application of AI in board game
competitions not only promotes the research of
intelligent systems but also provides valuable
technical accumulation for exploring complex
systems, indicating that AI technology will show a
broader and more profound application prospect in
the future.
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