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1995
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3 pages
1 file
This short paper defines the terminology used to support computer chess work, and introduces the basic concpets behind chess programs. It is intended to be of general interest, providing background information ot new ideas.
INFOR: Information Systems and Operational Research, 1973
The purpose of this paper is to discuss ideas used in current chess playing programs. A short history of events leading to the present state of the art is given and a survey made of present day programs. The Newell, Shaw, and Simon program of 1958 is included since it embodies useful ideas that other programs appear not to employ. The possible performance limits for current techniques will be considered, including reasons for these beliefs. A summary of the major ideas contained in these programs is then presented and suggestions made for the improvement and development of future chess-playing programs. RESUME Le but de cet article est de discuter certaines iddes utilisdes dans les programmes pour le jeu d'echecs. On pr&ente un bref historique des ^vfenements qui ont abouti a l'dtat actuel. On fait la revue des programmes actuels. Le programme de Newell, Shaw, et Simon, ^crit en 1958, est inclus. En effet, il incorpore certaines id^es utiles qui ne semblent pas Stre encore exploit^es dans les programmes actuels. Les limitations des mdthodes courantes ainsi que leurs causes sont considdr^es. Finalement, on resume les id^es principales contenues dans ces programmes et on pr^sente des suggestions pour l'am^lioration et le d^veloppement des programmes qui jouent aux dchecs.
berkantakin.com
This paper describes a computer program, which is able to play chess. The program performs three main tasks as in all chess-playing computer programs; board representation, a search algorithm, and an evaluation function. Board representation shows the placement of the pieces on a graphical user interface (GUI), and handles the moves of the pieces to comply with the rules of chess. The search algorithm runs minimax algorithm based on α α α α-β β β β pruning with move ordering heuristics before selecting the next move, and the next move is decided according to the result of the evaluation function.
2000
Article prepared for the ENCYCLOPEDIAOF ARTIFICIAL INTELLIGENCE, S. Shapiro (editor), D. Eckroth (Managing Editor) to be published by John Wiley, 1987.
ICGA Journal, 1993
We describe a suite of 5500 test positions for testing chess playing programs. They are available as pub/wds/ChessTest.tar.Z by anonymous ftp to external.NJ.NEC.COM. Almost all of these positions are unoriginal and were obtained by scanning in diagrams from chessbooks with an optical scanner. Gnuchess 4.0, at one minute per move on a 50 MHz MIPS R4000, scores 16-71% on our test les. We describe the software we wrote to accomplish the scanning task. If you take the test, please send us
Proceedings of the ACM '81 conference on - ACM 81, 1981
Two papers will be presented and a general discussion period will then follow. The panel members are all members of the ACM Computer Chess Committee. The first paper, which appears elsewhere in the Proceedings, is the work of Tony Marsland. It is entitled “A survey of enhancements to the alpha-beta algorithm.” The paper reviews move ordering and search reduction techniques
Lecture Notes in Computer Science, 2015
We present the design of a computer program for playing Progressive Chess. In this game, rather than just making one move per turn, players play progressively longer series of moves. Our program follows the generally recommended strategy for this game, which consists of three phases: looking for possibilities to checkmate the opponent, playing generally good moves when no checkmate can be found, and preventing checkmates from the opponent. In this paper, we focus on efficiently searching for checkmates, putting to test various heuristics for guiding the search. We also present the findings of self-play experiments between different versions of the program.
Theoretical Computer Science, 2016
In Progressive chess, rather than just making one move per turn, players play progressively longer series of moves. Combinatorial complexity generated by many sequential moves represents a difficult challenge for classic search algorithms. In this article, we present the design of a state-of-the-art program for Progressive chess. The program follows the generally recommended strategy for this game, which consists of three phases: looking for possibilities to checkmate the opponent, playing sequences of generally good moves when checkmate is not available, and preventing checkmates from the opponent. For efficient and effective checkmate search we considered two versions of the A* algorithm, and developed five different heuristics for guiding the search. For finding promising sequences of moves we developed another set of heuristics, and combined the A* algorithm with minimax search, in order to fight the combinatorial complexity. We constructed an opening book, and designed specialized heuristics for playing Progressive chess endgames. An application with a graphical user interface was implemented in order to enable human players to play Progressive chess against the computer, and to use the computer to analyze their games. The program performed excellently in experiments with checkmate search, and won both mini-matches against a human chess master. We also present the findings of self-play experiments between different versions of the program.
Type 1- Project: Students have implemented International Chess Project. The outputs will be: Code with Demo, Report (see a sample), Slides for Presentation.
2011
The article describes a model of chess based on information theory. A mathematical model of the partial depth scheme is outlined and a formula for the partial depth added for each ply is calculated from the principles of the model. An implementation of alpha-beta with partial depth is given. The method is tested using an experimental strategy having as objective to show the effect of allocation of a higher amount of search resources on areas of the search tree with higher information. The search proceeds in the direction of lines with higher information gain. The effects on search performance of allocating higher search resources on lines with higher information gain are tested experimentaly and conclusive results are obtained. In order to isolate the effects of the partial depth scheme no other heuristic is used.
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