The new Tafl engine (AI)

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sovaz1997
Posts: 43
Joined: Fri Apr 24, 2026 9:47 am

Re: The new Tafl engine (AI)

Post by sovaz1997 »

Ytreza wrote: : i) there is no proof at the moment that black has the advantage. It might feel like it, but even between the strongest players, when looking at the archive, the balance is good. The AI playing white also manages to win 40% of the time even though it doesn't know forts yet.

ii) a win condition that requires to count the number of moves is utterly inelegant and impractical.

iii) if AI training stales, it's the problem of the AI and its developpers, not of the game. Ad-hoc rules like the fort are not easy to discover randomly by reinforcement. But stalling should not happen if draws (after 100 moves without capture) were penalised properly in training. The developpers might need to put more thoughts into their AI instead of applying a generic algorithm. Anyway, that shouldn't be the problem of the players.

iv) I have proposed in the big forum a way to speed up endgames by basically allowing black to claim the win when white is stuck.

v) it's now clear with the AI that nobody on this website, even the "GMs", are very good at the game. I struggle much more playing black against the AI that playing against e.g. Alex or Draganov.

Hi, Ytreza!

Unfortunately, I don't have access to the small forum, so I'm replying here.

1) Agreed — this is not proven at the moment.

2) Similar rules exist in chess, so I don't think such a rule would necessarily be a problem if the community agreed on it. In any case, I'm currently sticking to the existing Copenhagen rules and don't plan to change them on my own. When Alex suggested additional rule changes, I told him those ideas should first be discussed with the community.

3) Definitely. During training we can experiment with different reward shaping or anti-stalling penalties without changing the actual game rules for real players. Alex believes these issues should influence the official rules themselves, but that is his personal opinion, and I don't necessarily share it.

4) Yes, we will experiment with that. Idea to apply small penalties to both sides for extremely long games without captures during training only should be good I think. We also plan to try a smaller network on the Copenhagen variant, since it performed surprisingly well on the Historical variant.
Ytreza
Posts: 45
Joined: Tue Aug 27, 2019 5:56 pm

Re: The new Tafl engine (AI)

Post by Ytreza »

That is good. My criticism was mostly addressed to Alex who doesn't seem to know much about reinforcement learning.
Similar rules exist in chess
A key difference is that in the case of chess, 50 moves lead to a draw. Having it as a win condition, that is, something that a player should aim for, is impractical.
sovaz1997
Posts: 43
Joined: Fri Apr 24, 2026 9:47 am

Re: The new Tafl engine (AI)

Post by sovaz1997 »

Ytreza wrote: Wed May 13, 2026 6:06 pm A key difference is that in the case of chess, 50 moves lead to a draw. Having it as a win condition, that is, something that a player should aim for, is impractical.
Agree here
Ytreza
Posts: 45
Joined: Tue Aug 27, 2019 5:56 pm

Re: The new Tafl engine (AI)

Post by Ytreza »

In the final position of this game, it seems that the engine doesn't detect the win by stalemate.

1. g1-g2 f8-i8
2. a8-a9 d6-d3
3. b6-b3 e6-b6
4. f10-c10 f6-c6
5. f2-c2 c6-c9
6. h11-h9 b6-b10
7. d11-d10 c9-b9
8. e11-b11 e7-e11
9. b11-d11 b10-b11
10. c10-b10 b11-c11
11. b10-b11 b9-b10
12. a9-a10 f7-f9
13. a7-a9 b10-c10
14. d11-c11 e5-e10
15. j6-j10 i8-i11
16. k8-k9 c10-b10
17. g11-g10 g7-a7
18. k7-k8 f9-c9
19. k8-a8 d3-d11
20. f11-e11 f5-f11
21. g10-g11 f4-f11
22. h9-i9 e10-i10
23. g11-g10 h6-h10
24. g10-g11 g6-g8
25. i9-j9 i11-h11
26. e11-e10 b10-d10
27. k4-i4 h10-f10
28. h1-h10 c9-h9
29. i4-i11 d10-d4
30. k5-k3 d4-j4
31. g2-j2 j4-j3
32. f1-i1 j3-j8
33. k9-k8 j8-j5
34. a5-c5 j5-j8
35. k6-k7 j8-j5
36. a6-c6 j5-j8
37. a4-c4 j8-j7
38. b3-c3 j7-j6
39. a10-c10 j6-j3
40. b11-b7 j3-j8
41. a9-c9 j8-j7
42. a8-c8 j7-j8
43. b7-d7 j8-j7
44. c6-e6 j7-j8
45. c5-e5 j8-j7
46. c4-f4 j7-j8
47. c3-g3 j8-j7
48. c2-h2 j7-j8
49. c11-e11 j8-j7
50. c10-d10 j7-j8
51. k7-j7 j8-i8
52. i1-i3 i8-i10
53. j2-j4 i10-h10
54. k3-k5 h10-h11
55. g11-f11 h11-h10
56. e5-f5 h10-h11
57. h2-h5 h11-h10
58. g3-g5 h10-i10
59. i3-i5 i10-i9
60. j4-j6 i9-i10
61. i5-i7 g8-d8
62. c9-d9 i10-h10
63. h5-h8 h10-h11
64. j10-h10 h11-g11
65. d9-f9 g11-g7
66. j6-h6 g7-g10
67. j9-g9 g10-e10
68. e6-e9 e10-g10
69. f9-f10 g10-g11
70. g9-g10 g11-h11
71. g10-g11
sovaz1997
Posts: 43
Joined: Fri Apr 24, 2026 9:47 am

Re: The new Tafl engine (AI)

Post by sovaz1997 »

Nice catch! Maybe something was broken hmm, I'll fix this today, maybe it was broken because worked before.
gulo
Posts: 22
Joined: Sat Nov 16, 2024 10:16 am

Re: The new Tafl engine (AI)

Post by gulo »

In historical, apparently the king (any piece?) is captured by a third enemy horizontally (without one on the opposite side) when standing in between two enemies vertically.
sovaz1997
Posts: 43
Joined: Fri Apr 24, 2026 9:47 am

Re: The new Tafl engine (AI)

Post by sovaz1997 »

gulo wrote: Fri May 15, 2026 4:28 pm In historical, apparently the king (any piece?) is captured by a third enemy horizontally (without one on the opposite side) when standing in between two enemies vertically.
Can you give the example please, I'll check it!
Ytreza
Posts: 45
Joined: Tue Aug 27, 2019 5:56 pm

Re: The new Tafl engine (AI)

Post by Ytreza »

1. e6-e5 e2-e3
2. d6-d3 e1-e3
3. e5-e4 b7-d7
4. d3-d2 b5-d5
5. f6-d6 e10-e6
sovaz1997
Posts: 43
Joined: Fri Apr 24, 2026 9:47 am

Re: The new Tafl engine (AI)

Post by sovaz1997 »

Ytreza wrote: Mon May 18, 2026 8:35 am 1. e6-e5 e2-e3
2. d6-d3 e1-e3
3. e5-e4 b7-d7
4. d3-d2 b5-d5
5. f6-d6 e10-e6
:o
will fix it today!
Ytreza
Posts: 45
Joined: Tue Aug 27, 2019 5:56 pm

Re: The new Tafl engine (AI)

Post by Ytreza »

It seems the bug was also in the training because the engine thinks the positon is completely lost before the wrong king capture.
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