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The 3rd National Chess Deduction Contest "Human Machine Challenge"

January 02, 2020 13:28 Source: China Digital Audiovisual Network Font [ Big Middle Small ]

[Digital Audiovisual Network News] In recent years, artificial intelligence (AI) technology has developed rapidly and has been rapidly applied to all aspects of social life. The field of intelligent gaming is one of its hotspots in application and practice. On December 28, 2019, the 3rd National War Chess Demonstration Man-Machine Challenge and the 1st National Intelligent Game Forum ended in a fiery atmosphere from military and field research institutes, academies, national defense industry enterprises and the field of intelligent games. More than 260 experts and scholars watched the competition and participated in the forum exchanges.

Control command conference

The so-called "Human-Machine Challenge" is the competition between human players and AI agents. The war chess AI agent of this challenge-"Battle Skull" was developed by the School of System Engineering, National University of Defense Technology; the human players participating in the challenge were selected from the 11 outstanding players selected through the finals of the National War Chess Competition. The competition attracted the attention of many participants, and everyone with a strong curiosity scrambled to witness the wonderful confrontation of "people and artificial intelligence".


On the day of the competition, many domestic experts in the field of intelligent gaming and chess came to observe the scene. The Supervisor of the Chinese Command and Control Society and Academician Dai Hao of the Chinese Academy of Engineering attended the scene and gave speeches. The opening ceremony of the competition was presided over by Professor Liu Zhong, member of the Chinese Institute of Command and Control. Yang Nanzheng, the general director and chief referee of the National War Chess Deduction Contest, Feng Jihe, the chief designer of "Battle Skull", and Lu Yizhen, a representative of the outstanding contestants, as guest commentators, gave a wonderful explanation and comment on the live game.


Prior to the start of the competition, the general director and chief referee Yang Nanzheng said that "Battle Skull" had already played 36 games against the top 48 players in the National Finals of the National War Games before the game, and is currently maintaining a complete victory. This man-machine competition specially invited 11 outstanding players who won the national first prize, first prize, and second prize to challenge the agents, which will bring us 22 exciting matches. For the result of the game, he hopes that human players can challenge success.


After an hour and a half of intense competition, "Battle Skull" won the championship with a victory record. Feng Yanhe said that the research and development of "Battle of the Skull" is based on intelligent system engineering ideas, integrating a series of methods such as knowledge reasoning, supervised learning, semi-supervised learning, integrated learning, and reinforcement learning to build an intelligent decision-making model, making full use of the high-quality generated by everyone's confrontation. The data and the big data generated by the machine to train the agent. By the time of the competition, the “Battle of the Skull” had been trained for a total of 136 days, and a computing node played about 160 disks per day. It is reported that the main creators of the "War Skull" are a group of masters and doctoral students with an average age of only 24 years old from the National Defense Science and Technology University. The agent is the wisdom of their concentrated research for more than 4 months.

Professor Jincai Cai, Chairman of the Intelligent Game and War Chess Demonstration Committee of the Chinese Command and Control Society, said that judging from the performance of the competition in the past month, the agent has not only learned some classic tactics of human players, but also created some unique tactics. Tactics. Of course, it can also be seen from the competition that "Battle of the Skull" still has many limitations. This victory over human players is only the first step in the practical application of intelligent game technology. He said that he will lead the R & D team to further explore The "no man's land" of intelligent games, build an agent with continuous learning ability.



Among the 11 human challengers, Wang Junxiang, Wu Yuqiang and Yu Lei from military and tertiary institutions stood out and became the "top three" of human players. The three players said in an interview after the match that the advantages of "Battle Skull" are strong data analysis and learning ability. They can respond to human players' operations and change coping strategies based on real-time situations. They are good at actuarial calculations. Strange trick, targeted attack on the "hole of war" strategy loopholes.


In response to the results of this competition, Professor Liu Zhong said that the victory of AI does not mean that artificial intelligence technology has surpassed humans in the field of task planning. AI agents have been developed based on human intelligence, especially in the field of intelligent gaming. The learning efficiency and generalization of artificial intelligence still need to be improved. For intelligent command and control, to promote intelligent game technology from the laboratory to practical application, it still needs to work hard.


At the first National Intelligent Game Forum held in the afternoon, four experts from the fields of war chess deduction, smart allegations, and machine learning focused on the "past and present life of war chess", "the practice and thinking of intelligent command and control", and "multi-agent Four topics, including "Game and Equilibrium in Reinforcement Learning" and "Large-scale Agent Training Techniques for StarCraft," made wonderful reports, bringing an "academic feast" of intelligent games and war chess to live audiences.


This man-machine challenge is a special event organized by the Chinese Command and Control Society for the 3rd National War Chess Deduction Competition 2019. It was co-organized by the School of System Engineering of National University of Defense Technology and the CICC Intelligent Game and War Chess Deduction Professional Committee. The fifty-two research institutes of the Electronics Technology Division, Beijing Huajing Defense Technology Co., Ltd. and other units have given great support. As AlphaGo and AlphaStar continue to break through the heights of human intelligence, the development of artificial intelligence will have an impact or even a disruptive impact on various industries. The "Human-Machine Challenge", as an effective means and carrier for exploring new methods of intelligent games and new models of national defense education, will definitely have an important impact on the practical application of artificial intelligence technology.

Contributed by Cheng Guangquan, Wu Keyu

Picture: He Shuyuan, Liu Shixuan

Editing: Yang Yong, Liu Yali

(Edit: bingjiling)

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