Chess Assistant 15 Is a Unique Tool for Managing Chess Games and Databases, Playing Chess Online, Analyzing Games, Or Playing Chess Against the Computer
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The 12Th Top Chess Engine Championship
TCEC12: the 12th Top Chess Engine Championship Article Accepted Version Haworth, G. and Hernandez, N. (2019) TCEC12: the 12th Top Chess Engine Championship. ICGA Journal, 41 (1). pp. 24-30. ISSN 1389-6911 doi: https://doi.org/10.3233/ICG-190090 Available at http://centaur.reading.ac.uk/76985/ It is advisable to refer to the publisher’s version if you intend to cite from the work. See Guidance on citing . To link to this article DOI: http://dx.doi.org/10.3233/ICG-190090 Publisher: The International Computer Games Association All outputs in CentAUR are protected by Intellectual Property Rights law, including copyright law. Copyright and IPR is retained by the creators or other copyright holders. Terms and conditions for use of this material are defined in the End User Agreement . www.reading.ac.uk/centaur CentAUR Central Archive at the University of Reading Reading’s research outputs online TCEC12: the 12th Top Chess Engine Championship Guy Haworth and Nelson Hernandez1 Reading, UK and Maryland, USA After the successes of TCEC Season 11 (Haworth and Hernandez, 2018a; TCEC, 2018), the Top Chess Engine Championship moved straight on to Season 12, starting April 18th 2018 with the same divisional structure if somewhat evolved. Five divisions, each of eight engines, played two or more ‘DRR’ double round robin phases each, with promotions and relegations following. Classic tempi gradually lengthened and the Premier division’s top two engines played a 100-game match to determine the Grand Champion. The strategy for the selection of mandated openings was finessed from division to division. -
Chess2vec: Learning Vector Representations for Chess
Chess2vec: Learning Vector Representations for Chess Berk Kapicioglu Ramiz Iqbal∗ Tarik Koc OccamzRazor MD Anderson Cancer Center OccamzRazor [email protected] [email protected] [email protected] Louis Nicolas Andre Katharina Sophia Volz OccamzRazor OccamzRazor [email protected] [email protected] Abstract We conduct the first study of its kind to generate and evaluate vector representations for chess pieces. In particular, we uncover the latent structure of chess pieces and moves, as well as predict chess moves from chess positions. We share preliminary results which anticipate our ongoing work on a neural network architecture that learns these embeddings directly from supervised feedback. 1 Introduction In the last couple of years, advances in machine learning have yielded dramatic improvements in tasks as diverse as visual object classification [9], automatic speech recognition [7], machine translation [18], and natural language processing (NLP) [12]. A common thread among all these tasks is, as diverse as they may seem, they all involve processing input data, such as image, audio, and text, that have not traditionally been amenable to feature engineering. Modern machine learning methods that enabled these breakthroughs did so partly because they shifted the burden away from feature engineering, which is difficult for humans and requires domain expertise, towards designing models that automatically infer feature representations that are relevant for downstream tasks [1]. In this paper, we are interested in learning and studying feature representations of chess positions and pieces. Our work is inspired by how learning vector representation of words [12, 13], also known as word embeddings, yielded improvements in tasks such as syntactic parsing [16] and sentiment analysis [17]. -
Life Cycle Patterns of Cognitive Performance Over the Long
Life cycle patterns of cognitive performance over the long run Anthony Strittmattera,1 , Uwe Sundeb,1,2, and Dainis Zegnersc,1 aCenter for Research in Economics and Statistics (CREST)/Ecole´ nationale de la statistique et de l’administration economique´ Paris (ENSAE), Institut Polytechnique Paris, 91764 Palaiseau Cedex, France; bEconomics Department, Ludwig-Maximilians-Universitat¨ Munchen,¨ 80539 Munchen,¨ Germany; and cRotterdam School of Management, Erasmus University, 3062 PA Rotterdam, The Netherlands Edited by Robert Moffit, John Hopkins University, Baltimore, MD, and accepted by Editorial Board Member Jose A. Scheinkman September 21, 2020 (received for review April 8, 2020) Little is known about how the age pattern in individual perfor- demanding tasks, however, and are limited in terms of compara- mance in cognitively demanding tasks changed over the past bility, technological work environment, labor market institutions, century. The main difficulty for measuring such life cycle per- and demand factors, which all exhibit variation over time and formance patterns and their dynamics over time is related to across skill groups (1, 19). Investigations that account for changes the construction of a reliable measure that is comparable across in skill demand have found evidence for a peak in performance individuals and over time and not affected by changes in technol- potential around ages of 35 to 44 y (20) but are limited to short ogy or other environmental factors. This study presents evidence observation periods that prevent an analysis of the dynamics for the dynamics of life cycle patterns of cognitive performance of the age–performance profile over time and across cohorts. over the past 125 y based on an analysis of data from profes- An additional problem is related to measuring productivity or sional chess tournaments. -
The TCEC Cup 2 Report
TCEC Cup 2 Article Accepted Version The TCEC Cup 2 report Haworth, G. and Hernandez, N. (2019) TCEC Cup 2. ICGA Journal, 41 (2). pp. 100-107. ISSN 1389-6911 doi: https://doi.org/10.3233/ICG-190104 Available at http://centaur.reading.ac.uk/81390/ It is advisable to refer to the publisher’s version if you intend to cite from the work. See Guidance on citing . Published version at: https://content.iospress.com/articles/icga-journal/icg190104 To link to this article DOI: http://dx.doi.org/10.3233/ICG-190104 Publisher: The International Computer Games Association All outputs in CentAUR are protected by Intellectual Property Rights law, including copyright law. Copyright and IPR is retained by the creators or other copyright holders. Terms and conditions for use of this material are defined in the End User Agreement . www.reading.ac.uk/centaur CentAUR Central Archive at the University of Reading Reading’s research outputs online TCEC Cup 2 Guy Haworth and Nelson Hernandez1 Reading, UK and Maryland, USA The knockout format of TCEC Cup 1 (Haworth and Hernandez, 2019a/b) was well received by its audience and was adopted as a regular interlude between the TCEC Seasons’ Division P and Superfinal. TCEC Cup 2 was nested within TCEC14 (Haworth and Hernandez, 2019c/d) and began on January 17th 2019 with 32 chess engines and only a few minor changes from the inaugural Cup event. The ‘standard pairing’ was again used, with seed s playing seed 26-r-s+1 in round r if the wins all go to the higher seed. -
Distributional Differences Between Human and Computer Play at Chess
Multidisciplinary Workshop on Advances in Preference Handling: Papers from the AAAI-14 Workshop Human and Computer Preferences at Chess Kenneth W. Regan Tamal Biswas Jason Zhou Department of CSE Department of CSE The Nichols School University at Buffalo University at Buffalo Buffalo, NY 14216 USA Amherst, NY 14260 USA Amherst, NY 14260 USA [email protected] [email protected] Abstract In our case the third parties are computer chess programs Distributional analysis of large data-sets of chess games analyzing the position and the played move, and the error played by humans and those played by computers shows the is the difference in analyzed value from its preferred move following differences in preferences and performance: when the two differ. We have run the computer analysis (1) The average error per move scales uniformly higher the to sufficient depth estimated to have strength at least equal more advantage is enjoyed by either side, with the effect to the top human players in our samples, depth significantly much sharper for humans than computers; greater than used in previous studies. We have replicated our (2) For almost any degree of advantage or disadvantage, a main human data set of 726,120 positions from tournaments human player has a significant 2–3% lower scoring expecta- played in 2010–2012 on each of four different programs: tion if it is his/her turn to move, than when the opponent is to Komodo 6, Stockfish DD (or 5), Houdini 4, and Rybka 3. move; the effect is nearly absent for computers. The first three finished 1-2-3 in the most recent Thoresen (3) Humans prefer to drive games into positions with fewer Chess Engine Competition, while Rybka 3 (to version 4.1) reasonable options and earlier resolutions, even when playing was the top program from 2008 to 2011. -
A GUIDE to SCHOLASTIC CHESS (11Th Edition Revised June 26, 2021)
A GUIDE TO SCHOLASTIC CHESS (11th Edition Revised June 26, 2021) PREFACE Dear Administrator, Teacher, or Coach This guide was created to help teachers and scholastic chess organizers who wish to begin, improve, or strengthen their school chess program. It covers how to organize a school chess club, run tournaments, keep interest high, and generate administrative, school district, parental and public support. I would like to thank the United States Chess Federation Club Development Committee, especially former Chairman Randy Siebert, for allowing us to use the framework of The Guide to a Successful Chess Club (1985) as a basis for this book. In addition, I want to thank FIDE Master Tom Brownscombe (NV), National Tournament Director, and the United States Chess Federation (US Chess) for their continuing help in the preparation of this publication. Scholastic chess, under the guidance of US Chess, has greatly expanded and made it possible for the wide distribution of this Guide. I look forward to working with them on many projects in the future. The following scholastic organizers reviewed various editions of this work and made many suggestions, which have been included. Thanks go to Jay Blem (CA), Leo Cotter (CA), Stephan Dann (MA), Bob Fischer (IN), Doug Meux (NM), Andy Nowak (NM), Andrew Smith (CA), Brian Bugbee (NY), WIM Beatriz Marinello (NY), WIM Alexey Root (TX), Ernest Schlich (VA), Tim Just (IL), Karis Bellisario and many others too numerous to mention. Finally, a special thanks to my wife, Susan, who has been patient and understanding. Dewain R. Barber Technical Editor: Tim Just (Author of My Opponent is Eating a Doughnut and Just Law; Editor 5th, 6th and 7th editions of the Official Rules of Chess). -
Chess & Bridge
2013 Catalogue Chess & Bridge Plus Backgammon Poker and other traditional games cbcat2013_p02_contents_Layout 1 02/11/2012 09:18 Page 1 Contents CONTENTS WAYS TO ORDER Chess Section Call our Order Line 3-9 Wooden Chess Sets 10-11 Wooden Chess Boards 020 7288 1305 or 12 Chess Boxes 13 Chess Tables 020 7486 7015 14-17 Wooden Chess Combinations 9.30am-6pm Monday - Saturday 18 Miscellaneous Sets 11am - 5pm Sundays 19 Decorative & Themed Chess Sets 20-21 Travel Sets 22 Giant Chess Sets Shop online 23-25 Chess Clocks www.chess.co.uk/shop 26-28 Plastic Chess Sets & Combinations or 29 Demonstration Chess Boards www.bridgeshop.com 30-31 Stationery, Medals & Trophies 32 Chess T-Shirts 33-37 Chess DVDs Post the order form to: 38-39 Chess Software: Playing Programs 40 Chess Software: ChessBase 12` Chess & Bridge 41-43 Chess Software: Fritz Media System 44 Baker Street 44-45 Chess Software: from Chess Assistant 46 Recommendations for Junior Players London, W1U 7RT 47 Subscribe to Chess Magazine 48-49 Order Form 50 Subscribe to BRIDGE Magazine REASONS TO SHOP ONLINE 51 Recommendations for Junior Players - New items added each and every week 52-55 Chess Computers - Many more items online 56-60 Bargain Chess Books 61-66 Chess Books - Larger and alternative images for most items - Full descriptions of each item Bridge Section - Exclusive website offers on selected items 68 Bridge Tables & Cloths 69-70 Bridge Equipment - Pay securely via Debit/Credit Card or PayPal 71-72 Bridge Software: Playing Programs 73 Bridge Software: Instructional 74-77 Decorative Playing Cards 78-83 Gift Ideas & Bridge DVDs 84-86 Bargain Bridge Books 87 Recommended Bridge Books 88-89 Bridge Books by Subject 90-91 Backgammon 92 Go 93 Poker 94 Other Games 95 Website Information 96 Retail shop information page 2 TO ORDER 020 7288 1305 or 020 7486 7015 cbcat2013_p03to5_woodsets_Layout 1 02/11/2012 09:53 Page 1 Wooden Chess Sets A LITTLE MORE INFORMATION ABOUT OUR CHESS SETS.. -
Determining If You Should Use Fritz, Chessbase, Or Both Author: Mark Kaprielian Revised: 2015-04-06
Determining if you should use Fritz, ChessBase, or both Author: Mark Kaprielian Revised: 2015-04-06 Table of Contents I. Overview .................................................................................................................................................. 1 II. Not Discussed .......................................................................................................................................... 1 III. New information since previous versions of this document .................................................................... 1 IV. Chess Engines .......................................................................................................................................... 1 V. Why most ChessBase owners will want to purchase Fritz as well. ......................................................... 2 VI. Comparing the features ............................................................................................................................ 3 VII. Recommendations .................................................................................................................................... 4 VIII. Additional resources ................................................................................................................................ 4 End of Table of Contents I. Overview Fritz and ChessBase are software programs from the same company. Each has a specific focus, but overlap in some functionality. Both programs can be considered specialized interfaces that sit on top a -
Move Similarity Analysis in Chess Programs
Move similarity analysis in chess programs D. Dailey, A. Hair, M. Watkins Abstract In June 2011, the International Computer Games Association (ICGA) disqual- ified Vasik Rajlich and his Rybka chess program for plagiarism and breaking their rules on originality in their events from 2006-10. One primary basis for this came from a painstaking code comparison, using the source code of Fruit and the object code of Rybka, which found the selection of evaluation features in the programs to be almost the same, much more than expected by chance. In his brief defense, Rajlich indicated his opinion that move similarity testing was a superior method of detecting misappropriated entries. Later commentary by both Rajlich and his defenders reiterated the same, and indeed the ICGA Rules themselves specify move similarity as an example reason for why the tournament director would have warrant to request a source code examination. We report on data obtained from move-similarity testing. The principal dataset here consists of over 8000 positions and nearly 100 independent engines. We comment on such issues as: the robustness of the methods (upon modifying the experimental conditions), whether strong engines tend to play more similarly than weak ones, and the observed Fruit/Rybka move-similarity data. 1. History and background on derivative programs in computer chess Computer chess has seen a number of derivative programs over the years. One of the first was the incident in the 1989 World Microcomputer Chess Cham- pionship (WMCCC), in which Quickstep was disqualified due to the program being \a copy of the program Mephisto Almeria" in all important areas. -
ECU NEWSLETTER November 2018
NL NOVEMBER 2018 EUROPEAN CHESS UNION MAGNUS CARLSEN JU WENJUN DEFENDS 2ND ECU SCHOOL TEAM PRESIDENT OF ECU OPENS RETAINS THE TITLE OF THE FIDE WOMEN'S INTERNET CHESS WORLD YOUTH U16 CHESS FIDE WORLD CHESS WORLD CHESS CHAMPIONSHIP OLYMPIAD CHAMPION CHAMPION TITLE CONCLUDED EUROPEAN CHESS UNION NEWSLETTER CHESS IS BACK! 1 NL NOVEMBER 2018 EUROPEAN CHESS UNION Magnus Carlsen retains the title of FIDE World Champion Magnus Carslen defended the FIDE World Chess Champion title after defeating the challenger Fabiano Caruana in the tiebreak match with three consecutive victories and result 3-0. After all twelve games of the regular part of the Championship ended in a draw, Carlsen and Caruana proceeded to a 4 rapid-games tiebreak match. Magnus Carlsen had the white pieces in the first game of the tiebreaks and picked to play the English opening. Carlsen gained the small advantage already in the opening, but after the middlegame, Caruana equalized the position and the players entered the rooks endgame with Carlsen having the pawn up. Although the position was drawish, Caruana missed right moves order for draw, and Carlsen used that opportunity to get the lead already in the first round. Caruana started sharply in the game two, and the players repeated the Sveshnikov varation, when Carlsen surprised his opponent in the opening, and took advantage very shortly after. Fabiano tried to keep the position sharp, but eventually blundered in the move 26th, and already two moves after, resigned. Magnus Carlsen needed a draw in the last game to remain the World Chess Champion position. -
Chesstempo User Guide Table of Contents
ChessTempo User Guide Table of Contents 1. Introduction. 1 1.1. The Chesstempo Board . 1 1.1.1. Piece Movement . 1 1.1.2. Navigation Buttons . 1 1.1.3. Board actions menu . 2 1.1.4. Board Settings . 2 1.2. Other Buttons. 4 1.3. Play Position vs Computer Button . 5 2. Tactics Training . 6 2.1. Blitz/Standard/Mixed . 6 2.1.1. Blitz Mode . 6 2.1.2. Standard Mode. 6 2.1.3. Mixed Mode . 6 2.2. Alternatives . 7 2.3. Rating System . 7 2.3.1. Standard Rating. 7 2.3.2. Blitz Rating . 8 2.3.3. Duplicate Problem Rating Adjustment. 8 2.4. Screen Controls . 9 2.5. Tactics session panel . 9 3. Endgame Training . 11 3.1. Benchmark Mode . 11 3.2. Theory Mode . 11 3.3. Practice Mode . 11 3.4. Rating System . 12 3.5. Endgame Played Move List . 13 3.6. Endgame Legal Move List. 13 3.7. Endgame Blitz Mode . 14 3.8. Play Best . 14 4. Chess Database . 16 4.1. Opening Explorer . 16 4.1.1. Candidate Move Stats. 16 4.1.2. White Win/Draw/Black Win Percentages . 17 4.1.3. Filtering/Searching and the Opening Explorer . 17 4.1.4. Explorer Stats Options . 18 4.1.5. Related Openings . 18 4.2. Game Search . 18 4.2.1. Results List . 18 4.2.2. Quick Search . 19 4.2.3. Advanced Search. 20 4.3. Games for Position . 24 4.4. Players List . 25 4.4.1. Player Search . 25 4.4.2. -
Chess Assistant 8 Manual
Contents 1. Introduction 3 1.1. System Requirements 3 1.2. Technical Support 3 1.3. Installation 3 1.4. Copy Protection 5 1.5. Chess Assistant – What’s new? 5 2. First Steps 5 2.1. Opening a Database 5 2.2. List Mode * 7 2.3. Split Mode * 8 2.4. View Mode * 8 2.5. Test Mode 11 2.6. Demonstration Mode 14 2.7. Active Window, Current Dataset * 15 3. Search 15 3.1. Header Search * 15 3.2. Position Search * 18 3.3. Material Search * 20 3.4. Advanced Search 21 3.5. Search for Comments * 21 3.6. Search for Maneuvers * 22 3.7. Combining Searches * 23 3.8. Composite Search 24 4. Commenting 26 4.1. Annotating Moves * 26 4.2. Adding Variations * 26 4.3. Entering Moves 27 4.4. Working with the Clipboard * 29 4.5. Saving a Game * 30 4.6. Inserting Games * 31 4.7 Multimedia Support 31 5. Playing Engines and Analysis 32 5.1. Playing Engines 32 5.2. Linking Playing Engines * 32 5.3. Adjusting Playing Engines 34 5.4. Playing Against an Engine 36 5.5. Analyzing with Engines * 37 5.5.1. Analyzing in Infinite Mode * 38 5.5.2. Analyzing a Set of Positions in the Background * 41 5.5.3. Searching for Blunders * 41 5.5.4. Game Analysis 43 6. Entering New Games 46 6.1. Entering a Game Header * 46 6.2. Entering Notation 48 6.3. Editing Headers in the List Mode 48 7. Deleting Games 48 8. Editing Games 49 1 9.