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An Artificial Intelligence Curriculum Based on Historic Board Games for Youth Development

Shatranj.ai offers a specially designed AI course based on historic board games, such as Chess and Shatranj

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AI Curriculum Based on Historic Board Games

21 structured lessons covering python, game programming, search algorithms, and modern ai

AI Curriculum Based on Historic Board Games

Lesson 1 – Project and Curriculum Scope and Priorities

Summary: Introduces Shatranj.AI project, Erasmus+ foundations, partner organizations, digital platforms.

  • Introduces the Shatranj.AI project, its Erasmus+ foundations, partner organizations, and digital platforms.
  • Project vision, Erasmus KA2 context
  • Partner institutions and cultural heritage focus
  • Overview of platforms (editor, LMS, code tools)
  • Teacher roles and student outcomes
  • Curriculum structure overview
  • Python/Jupyter introduction
Lesson 2 – Computing & Python Setup

Basic computing concepts and Python/Jupyter installation.
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  • Students learn core computing concepts and set up Python/Jupyter.
  • CPU, RAM, I/O basics
  • Bits, bytes, binary representation
  • JupyterLab installation
  • First Python notebook execution
  • Variables, simple expressions
  • Access to Drive folders
Lesson 3 – Python Data Types

Numbers, strings, lists, and essential data handling in Python.
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  • Covers Python’s built‑in data types and basic operations.
  • Integers, floats, strings, booleans
  • Type conversion
  • Lists and indexing
  • Mutability concepts
  • Chess-pieces-as-strings exercises
Lesson 4 – Conditionals, Loops, Control Flow

If/else logic, loops, and control flow fundamentals.
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  • Introduces logic, loops, and interactive programs.
  • If/elif/else logic
  • Boolean operations
  • For/while loops
  • Break/continue
  • Simple input programs
Lesson 5 – Functions, Scope, Lambda

Writing functions, parameters, returns, and variable scope.
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  • Teaches modular code with functions.
  • Defining functions
  • Parameters and returns
  • Local/global scope
  • Lambdas
  • Small functional project (piece-value calculator)
Lesson 6 – Files, Exceptions, Libraries, Testing

Reading/writing files, handling errors, and using libraries.
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  • Working with files and robust code.
  • File read/write
  • Try/except
  • Importing libraries
  • Simple testing
  • Handling invalid inputs
Lesson 7 – OOP, Classes, TicTacToe

Classes, objects, and building a simple TicTacToe game.
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  • First exposure to OOP.
  • Classes and objects
  • Attributes and methods
  • Game modeling
  • TicTacToe implementation
  • Debugging OOP code
Lesson 8– Chess & Shatranj Code Foundations

Board representation and basic piece movement logic.
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  • Students start building engine components.
  • Board representations
  • Piece movement basics
  • UTF-8 rendering
  • Chess board editor tools
  • Printing and moving pieces
Lesson 9– Chess & Shatranj Code Foundations

Board representation and basic piece movement logic.
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  • Students start building engine components.
  • Board representations
  • Piece movement basics
  • UTF-8 rendering
  • Chess board editor tools
  • Printing and moving pieces
Lesson 10– Search Algorithms / Adversarial Search

DFS, BFS, UCS, and A* search foundations.
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  • Core AI search algorithms for games.
  • Search problem structure
  • DFS, BFS, UCS
  • A* and heuristics
  • Minimax introduction
  • Pacman/chess examples
  • Graph-tracing exercises
Lesson 11 – Search Algorithms / Adversarial Search

Minimax basics with chess/Pacman examples.

  • Core AI search algorithms for games.
  • Search problem structure
  • DFS, BFS, UCS
  • A* and heuristics
  • Minimax introduction
  • Pacman/chess examples
  • Graph-tracing exercises
Lesson 12 – Horse Tour (Knight’s Tour)

Recursion, backtracking, and heuristic solutions.
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  • Explores Knight’s Tour with recursion and heuristics.
  • Knight graph movement
  • Open/closed tours
  • Backtracking with DFS
  • Warnsdorff heuristic
  • Connection to TSP
Lesson 13 – Eight Queens Puzzle

Backtracking and constraint-based problem solving.
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  • Constraint satisfaction with backtracking.
  • Queen attack logic
  • Recursive search
  • Optimization techniques
  • Historical queen references
  • Notebook implementations
Lesson 14 – Wheat & Chessboard Problem

Exponential growth and classic logic puzzles.
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  • Mathematical puzzles and exponential growth.
  • Doubling on chessboard
  • Powers of 2
  • Magic squares
  • Smullyan logic puzzles
Lesson 15 – Minimax, Alpha-Beta, Checkmate Logic

Advanced search, pruning, and endgame logic.
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  • Deep adversarial search and chess endgames.
  • Minimax computation
  • Alpha-beta pruning
  • Opposition, triangulation
  • Historical sources (Al-Adli, Reti)
Lesson 16 – Suli’nin Elması (Historic Endgame Study)

Historic endgame study and triangulation.
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  • Historic chess endgame analysis.
  • Al-Suli biography
  • Reconstruction of endgame
  • Opposition and triangulation
  • Corresponding squares theory
Lesson 17 –The intertwined history of artificial intelligence and modern chess software

Adapting classical engines to play Shatranj.
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Explores how modern chess engines evolved and how open-source engines can be adapted to historical variants.

  • Deep Blue’s brute-force hardware search
  • Rybka and the rise of evaluation-centric engines
  • Stockfish as an open, community-driven engine
  • How Stockfish represents pieces, moves, and rules
  • Modifying piece movement (ferz, wazir), evaluation, legality rules
  • Building Shatranj-compatible search and evaluation
Lesson 18 – Reinforcement Learning with OpenAI Gym (Rook Pathfinding)

Rook pathfinding and reinforcement learning basics.
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Introduces RL concepts using a simple OpenAI Gym–style gridworld based on rook movement.

  • Agent–environment loop
  • States, actions, rewards, episodes
  • Q-learning and ε-greedy exploration
  • Rook navigation on an 8×8 board
  • Reward shaping and sparse reward issues
  • Visualizing policy improvement step-by-step
Lesson 19 – Games Suitable for Reinforcement Learning

Which games can be built using reinforcement learning.
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Overview of small, medium, and complex games that students can use to implement RL algorithms.

  • TicTacToe, Connect-4, Gridworld
  • Snake, Pacman, Othello/Reversi
  • Mini-chess and other board variants
  • State space vs. reward density considerations
  • Matching games with RL methods (Q-learning, MC, DQN, MCTS)
  • Choosing project-friendly RL environments
Lesson 20 – Reinforcement Learning: Two-Rook Checkmate

Training an RL agent to perform classical checkmate.
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Applies RL to a structured chess endgame where the agent must learn the coordinated 2-rook mating pattern.

  • Environment design and state encoding
  • Sparse rewards and reward shaping for endgames
  • Learning piece coordination and zugzwang patterns
  • Progressive improvement through self-play
  • Visualizing trajectories toward checkmate
  • Bridge to AlphaZero-style self-play and value learning
Lesson 21 – AlphaZero

MCTS, neural networks, and building mini-AlphaZero.
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Minimax & Alpha-Beta (bridging classic AI and RL)

  • Why pure RL struggles with deep tactics
  • Why humans and engines search
  • Teach minimax, alpha-beta
  • Connect to MCTS logic (search tree with value estimates)
  • Very important bridge: AlphaZero = RL + MCTS + neural nets

Introduction to policy/value functions

  • States → value
  • States → probability distribution over moves
  • Explain why tabular methods fail in full chess
  • Show that we need function approximation
  • Introduce NNEU concept here:

What is NNEU?

– neural network evaluation unit

– a neural net replacing hand-coded evaluation

– outputs value (who is better)

– outputs policy (what moves are likely good)

The students don’t need deep math; only intuition

Deep Q-Learning (DQN) with simple games

  • Use Snake or Catch
  • Teach replay buffer, target network
  • Show why DQN does NOT work for chess (action space too large), preparing AlphaZero.

Policy gradient & actor-critic basics

(Short overview, not too mathematical)

  • Policy gradient: learn policy directly
  • Actor-critic: policy (actor) + value estimate (critic)
  • Prepare students for AlphaZero’s architecture (policy + value output).

Monte Carlo Tree Search (full lesson)

  • Expand nodes
  • Simulate
  • Backup values
  • Choose action using visit counts
  • Show how policy prior improves MCTS
  • Show how MCTS improves the policy network → the AlphaZero training loop emerges

Putting it all together: the AlphaZero algorithm

  • Self-play generates games
  • MCTS guided by neural net creates improved policy
  • Neural net trained on (state, policy_targets, value)
  • Iteration of self-play → training → stronger MCTS → stronger games
  • Show how AlphaZero solves simple mini-chess (4×4, 5×5)
  • Connect back to your 2-rook checkmate lesson

Students now understand:

– how RL can solve small tasks

– why full chess needs powerful NNEUs, MCTS, and self-play

Build a mini AlphaZero for Connect-4 or MiniChess

  • Connect-4 board is perfect for classroom AlphaZero demo
  • Implement:

– neural net (small CNN or MLP)

– MCTS

– self-play training

Lc0 is a direct open-source implementation inspired by DeepMind's AlphaZero project, and it has far exceeded its success in chess.
https://lczero.org/

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