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  • AI Curriculum Based on Historic Board Games

AI Curriculum Based on Historic Board Games

  • By shatranj
  • Programming & Python
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  • Curriculum

SECTION 1 — Foundations & Python Basics (Lessons 1–7)

  • 1
    Lesson 1 – Project and Curriculum Scope and Priorities
    Text lesson

    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
  • 2
    Lesson 2 – Introduction to Computing & Python Setup
    Text lesson

    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
  • 3
    Lesson 3 – Python Data Types
    Text lesson

    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
  • 4
    Lesson 4 – Conditionals, Loops, Control Flow
    Text lesson

    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
  • 5
    Lesson 5 – Functions, Scope, Lambda
    Text lesson

    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)
  • 6
    Lesson 6 – Files, Exceptions, Libraries, Testing
    Text lesson

    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

Section 2: Object-Oriented Programming & Board Game Modeling

  • 7
    Lesson 7 – OOP, Classes, TicTacToe
    Text lesson

    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

Section 3: Chess Foundations & Engine Code

  • 8
    Lesson 8– Chess & Shatranj Code Foundations
    Text lesson

    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
  • 9
    Lesson 9– Chess & Shatranj Code Foundations
    Text lesson

    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

Section 4: Classical and Adverserial Search Algorithms

  • 10
    Lesson 10– Search Algorithms / Adversarial Search
    Text lesson

    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
  • 11
    Lesson 11 – Search Algorithms / Adversarial Search
    Text lesson

    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

Section 5: Solving Ancient Chess Puzzles with AI algorithms

  • 12
    Lesson 12 – Horse Tour (Knight’s Tour)
    Text lesson

    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
  • 13
    Lesson 13 – Eight Queens Puzzle
    Text lesson

    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
  • 14
    Lesson 14 – Wheat & Chessboard Problem
    Text lesson

    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
  • 15
    Lesson 15 – Rumi's mate from Spain - Minimax, Alpha-Beta, Checkmate Logic
    Text lesson

    Advanced search, pruning, and checkmaet logic.
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    • Deep adversarial search and chess endgames.
    • Minimax computation
    • Alpha-beta pruning
    • Opposition, triangulation
    • Historical sources (Al-Adli er-Rumi, Alfonso's book)

Section 6: Dynamic Programming

  • 16
    Lesson 16 – Suli’s Diamond (Historic Endgame Study)
    Text lesson

    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

     

Section 7: The intertwined history of artificial intelligence and modern chess software

  • 17
    Lesson 17 – Customizing Stockfish to Play Shatranj, Rybka–Deep Blue–Stockfish Story
    Text lesson

    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

Section 8: Reinforcement Learning

  • 18
    Lesson 18 – Reinforcement Learning with OpenAI Gym (Rook Pathfinding)
    Text lesson

    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
  • 19
    Lesson 19 – Games Suitable for Reinforcement Learning
    Text lesson

    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
  • 20
    Lesson 20 – Reinforcement Learning: Two-Rook Checkmate
    Text lesson

    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
  • 21
    Lesson 21 – AlphaZero
    Text lesson

    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/

  • Price:
Enroll course
Free • Certificate included

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Shatranj.AI connects ancient game wisdom with modern AI learning—promoting culture, creativity, and future-ready skills

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