David J. Wu

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David J. Wu [1] David Jian Wu,

an American computer scientist and computer games researcher and programmer, who balances a mixture of software development and research within the financial industry [2]. He defended his B.Sc. degree in 2011 at Harvard College, Harvard University, delivering the thesis Move Ranking and Evaluation in the Game of Arimaa [3]. David J. Wu is author of the Arimaa bot Sharp, and inspired by AlphaZero, the Go playing program KataGo [4] [5].

Sharp

The Arimaa playing bot Sharp won the 2015 Arimaa Challenge and the then $12,000 USD prize by defeating each of three top-ranked human players in a three game series [6]. It already played the 2008 Arimaa computer tournament, and became runner-up behind David Fotland’s program Bomb, and further won the 2011 and 2014 tournaments but not the contest against the best human players of that time [7]. Sharp’s design was elaborated by its author in the 2015 ICGA Journal, Vol. 38, No. 1 [8]. It follows the same fundamental design as strong Chess programs, using an iterative deepening depth limited alpha-beta search and various enhancements within a parallel search algorithm conceptually similar to the dynamic tree splitting described by Robert Hyatt in 1994 [9]. Sharp further implements several Arimaa-specific search enhancements with four steps per move, such as static goal detection and capture generation, and continues to use and benefit greatly from a move ordering function developed in 2011 as described in Wu’s thesis - the move ordering function is the result of training a slightly generalized Bradley-Terry model over thousands of expert Arimaa games to learn to predict expert player’s moves, using the same optimization procedure described by Rémi Coulom for computer Go [10].

KataGo

KataGo is a Go playing entity inspired by the AlphaZero approach of combining Deep learning with Monte-Carlo Tree Search (MCTS) using pure reinforcement learning aka self play to train the deep neural network. Due to modifications and enhancements of the AlphaZero-like training process, self-play with a only few strong GPUs of between one and several days is sufficient to reach somewhere in the range of strong-kyu up to mid-dan strength on the full 19x19 board [11].

Selected Publications

[12]

Postings

References

  1. Image from Arimaa: Game Over? by Andy Lewis, Kingpin Chess Magazine, July 11, 2015
  2. Arimaa: Game Over? by Andy Lewis, Kingpin Chess Magazine, July 11, 2015
  3. David J. Wu (2011). Move Ranking and Evaluation in the Game of Arimaa. B.Sc. thesis, Harvard College, Cambridge, Massachusetts, pdf
  4. GitHub - lightvector/KataGo: GTP engine and self-play learning in Go
  5. KataGo by Warren D. Smith, LCZero Forum, March 16, 2021
  6. The 2015 Arimaa Challenge
  7. Omar Syed (2015). The Arimaa Challenge: From Inception to Completion. ICGA Journal, Vol. 38, No. 1
  8. David J. Wu (2015). Designing a Winning Arimaa Program. ICGA Journal, Vol. 38, No. 1
  9. Robert Hyatt (1994). The DTS high-performance parallel tree search algorithm
  10. Rémi Coulom (2007). Computing Elo Ratings of Move Patterns in the Game of Go. ICGA Journal, Vol. 30, No. 4, CGW 2007, pdf
  11. KataGo/README.md at master · lightvector/KataGo · GitHub
  12. dblp: David J. Wu, including another David J. Wu ( Cryptography, Computer security)
  13. Paper describing “Sharp” the program that won the Arimaa Challenge by ddyer, Game-AI Forum, January 14, 2016
  14. Re: catastrophic forgetting by Daniel Shawul, CCC, May 10, 2019

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