Portable Game Notation Specification and Implementation Guide
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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. -
Chess Engine Using Deep Reinforcement Learning Kamil Klosowski
Chess Engine Using Deep Reinforcement Learning Kamil Klosowski 916847 May 2019 Abstract Reinforcement learning is one of the most rapidly developing areas of Artificial Intelligence. The goal of this project is to analyse, implement and try to improve on AlphaZero architecture presented by Google DeepMind team. To achieve this I explore different architectures and methods of training neural networks as well as techniques used for development of chess engines. Project Dissertation submitted to Swansea University in Partial Fulfilment for the Degree of Bachelor of Science Department of Computer Science Swansea University Declaration This work has not previously been accepted in substance for any degree and is not being currently submitted for any degree. May 13, 2019 Signed: Statement 1 This dissertation is being submitted in partial fulfilment of the requirements for the degree of a BSc in Computer Science. May 13, 2019 Signed: Statement 2 This dissertation is the result of my own independent work/investigation, except where otherwise stated. Other sources are specifically acknowledged by clear cross referencing to author, work, and pages using the bibliography/references. I understand that fail- ure to do this amounts to plagiarism and will be considered grounds for failure of this dissertation and the degree examination as a whole. May 13, 2019 Signed: Statement 3 I hereby give consent for my dissertation to be available for photocopying and for inter- library loan, and for the title and summary to be made available to outside organisations. May 13, 2019 Signed: 1 Acknowledgment I would like to express my sincere gratitude to Dr Benjamin Mora for supervising this project and his respect and understanding of my preference for largely unsupervised work. -
Elo World, a Framework for Benchmarking Weak Chess Engines
Elo World, a framework for with a rating of 2000). If the true outcome (of e.g. a benchmarking weak chess tournament) doesn’t match the expected outcome, then both player’s scores are adjusted towards values engines that would have produced the expected result. Over time, scores thus become a more accurate reflection DR. TOM MURPHY VII PH.D. of players’ skill, while also allowing for players to change skill level. This system is carefully described CCS Concepts: • Evaluation methodologies → Tour- elsewhere, so we can just leave it at that. naments; • Chess → Being bad at it; The players need not be human, and in fact this can facilitate running many games and thereby getting Additional Key Words and Phrases: pawn, horse, bishop, arbitrarily accurate ratings. castle, queen, king The problem this paper addresses is that basically ACH Reference Format: all chess tournaments (whether with humans or com- Dr. Tom Murphy VII Ph.D.. 2019. Elo World, a framework puters or both) are between players who know how for benchmarking weak chess engines. 1, 1 (March 2019), to play chess, are interested in winning their games, 13 pages. https://doi.org/10.1145/nnnnnnn.nnnnnnn and have some reasonable level of skill. This makes 1 INTRODUCTION it hard to give a rating to weak players: They just lose every single game and so tend towards a rating Fiddly bits aside, it is a solved problem to maintain of −∞.1 Even if other comparatively weak players a numeric skill rating of players for some game (for existed to participate in the tournament and occasion- example chess, but also sports, e-sports, probably ally lose to the player under study, it may still be dif- also z-sports if that’s a thing). -
PGN/AN Verification for Legal Chess Gameplay
PGN/AN Verification for Legal Chess Gameplay Neil Shah Guru Prashanth [email protected] [email protected] May 10, 2015 Abstract Chess has been widely regarded as one of the world's most popular games through the past several centuries. One of the modern ways in which chess games are recorded for analysis is through the PGN/AN (Portable Game Notation/Algebraic Notation) standard, which enforces a strict set of rules for denoting moves made by each player. In this work, we examine the use of PGN/AN to record and describe moves with the intent of building a system to verify PGN/AN in order to check for validity and legality of chess games. To do so, we formally outline the abstract syntax of PGN/AN movetext and subsequently define denotational state-transition and associated termination semantics of this notation. 1 Introduction Chess is a two-player strategy board game which is played on an eight-by-eight checkered board with 64 squares. There are two players (playing with white and black pieces, respectively), which move in alternating fashion. Each player starts the game with a total of 16 pieces: one king, one queen, two rooks, two knights, two bishops and eight pawns. Each of the pieces moves in a different fashion. The game ends when one player checkmates the opponents' king by placing it under threat of capture, with no defensive moves left playable by the losing player. Games can also end with a player's resignation or mutual stalemate/draw. We examine the particulars of piece movements later in this paper. -
Super Human Chess Engine
SUPER HUMAN CHESS ENGINE FIDE Master / FIDE Trainer Charles Storey PGCE WORLD TOUR Young Masters Training Program SUPER HUMAN CHESS ENGINE Contents Contents .................................................................................................................................................. 1 INTRODUCTION ....................................................................................................................................... 2 Power Principles...................................................................................................................................... 4 Human Opening Book ............................................................................................................................. 5 ‘The Core’ Super Human Chess Engine 2020 ......................................................................................... 6 Acronym Algorthims that make The Storey Human Chess Engine ......................................................... 8 4Ps Prioritise Poorly Placed Pieces ................................................................................................... 10 CCTV Checks / Captures / Threats / Vulnerabilities ...................................................................... 11 CCTV 2.0 Checks / Checkmate Threats / Captures / Threats / Vulnerabilities ............................. 11 DAFiii Attack / Features / Initiative / I for tactics / Ideas (crazy) ................................................. 12 The Fruit Tree analysis process ............................................................................................................ -
ANALYSIS and IMPLEMENTATION of the GAME ARIMAA Christ-Jan
ANALYSIS AND IMPLEMENTATION OF THE GAME ARIMAA Christ-Jan Cox Master Thesis MICC-IKAT 06-05 THESIS SUBMITTED IN PARTIAL FULFILMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF SCIENCE OF KNOWLEDGE ENGINEERING IN THE FACULTY OF GENERAL SCIENCES OF THE UNIVERSITEIT MAASTRICHT Thesis committee: prof. dr. H.J. van den Herik dr. ir. J.W.H.M. Uiterwijk dr. ir. P.H.M. Spronck dr. ir. H.H.L.M. Donkers Universiteit Maastricht Maastricht ICT Competence Centre Institute for Knowledge and Agent Technology Maastricht, The Netherlands March 2006 II Preface The title of my M.Sc. thesis is Analysis and Implementation of the Game Arimaa. The research was performed at the research institute IKAT (Institute for Knowledge and Agent Technology). The subject of research is the implementation of AI techniques for the rising game Arimaa, a two-player zero-sum board game with perfect information. Arimaa is a challenging game, too complex to be solved with present means. It was developed with the aim of creating a game in which humans can excel, but which is too difficult for computers. I wish to thank various people for helping me to bring this thesis to a good end and to support me during the actual research. First of all, I want to thank my supervisors, Prof. dr. H.J. van den Herik for reading my thesis and commenting on its readability, and my daily advisor dr. ir. J.W.H.M. Uiterwijk, without whom this thesis would not have been reached the current level and the “accompanying” depth. The other committee members are also recognised for their time and effort in reading this thesis. -
Project: Chess Engine 1 Introduction 2 Peachess
P. Thiemann, A. Bieniusa, P. Heidegger Winter term 2010/11 Lecture: Concurrency Theory and Practise Project: Chess engine http://proglang.informatik.uni-freiburg.de/teaching/concurrency/2010ws/ Project: Chess engine 1 Introduction From the Wikipedia article on Chess: Chess is a two-player board game played on a chessboard, a square-checkered board with 64 squares arranged in an eight-by-eight grid. Each player begins the game with sixteen pieces: one king, one queen, two rooks, two knights, two bishops, and eight pawns. The object of the game is to checkmate the opponent’s king, whereby the king is under immediate attack (in “check”) and there is no way to remove or defend it from attack on the next move. The game’s present form emerged in Europe during the second half of the 15th century, an evolution of an older Indian game, Shatranj. Theoreticians have developed extensive chess strategies and tactics since the game’s inception. Computers have been used for many years to create chess-playing programs, and their abilities and insights have contributed significantly to modern chess theory. One, Deep Blue, was the first machine to beat a reigning World Chess Champion when it defeated Garry Kasparov in 1997. Do not worry if you are not familiar with the rules of chess! You are not asked to change the methods which calculate the moves, nor the internal representation of boards or moves, nor the scoring of boards. 2 Peachess Peachess is a chess engine written in Java. The implementation consists of several components. 2.1 The chess board The chess board representation stores the actual state of the game. -
Pembukaan Catur
Buku Pintar Catur-Pedia Kursus Kilat Teori & Praktik Fienso Suharsono Buku Pintar Catur-Pedia Kursus Kilat Teori & Praktik UU RI No. 19/2002 tentang Hak Cipta Lingkup Hak Cipta Pasal 2: 1. Hak Cipta merupakan hak eksklusif bagi Pencipta atau Pemegang Hak Cipta untuk mengumumkan atau memperbanyak Ciptaannya, yang timbul secara otomatis setelah suatu ciptaan dilahirkan tanpa mengurangi pembatasan menurut peraturan perundang-undangan yang berlaku. Ketentuan Pidana Pasal 72: 1. Barangsiapa dengan sengaja atau tanpa hak melakukan perbuatan sebagaimana dimaksud dalam pasal 2 ayat (1) atau pasal 49 ayat (1) dan ayat (2) dipidana dengan pidana penjara masing-masing paling singkat 1 (satu) bulan dan/atau denda paling sedikit Rp I.000.000,00 (satu juta rupiah), atau pidana penjara paling lama 7 (tujuh) tahun dan/atau denda paling banyak Rp 5.000.000.000,00 (lima milyar rupiah). 2. Barangsiapa dengan sengaja menyiarkan, memamerkan, mengedarkan, atau menjual kepada umum suatu ciptaan atau barang hasil pelanggaran Hak Cipta atau Hak Terkait sebagaimana dimaksud pada ayat (1), dipidana dengan pidana penjara paling lama 5 (lima) tahun dan/atau denda paling banyak Rp 500.000.000,00 (lima ratus juta rupiah). Buku Pintar Catur-Pedia How to Get Rich Kursus Kilat Teori dan Praktik FIENSO SUHARSONO BUKU PINTAR CATUR-PEDIA: KURSUS KILAT TEORI DAN PRAKTIK Fienso Suharsono Copyright © Fienso Suharsono Hak Penerbitan ada pada © 2007 Penerbit ... Hak cipta dilindungi Undang-Undang Penyunting: Tim? Editor: Tim? Tata Letak: Tim? Desain & Ilustrasi Sampul: Tim? Cetakan 1 2 3 4 5 6 7 8 9 10 09 08 07 p. cm. Penerbit ... ISBN 979-XXX-XX-X KDT 1. -
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. -
New Architectures in Computer Chess Ii New Architectures in Computer Chess
New Architectures in Computer Chess ii New Architectures in Computer Chess PROEFSCHRIFT ter verkrijging van de graad van doctor aan de Universiteit van Tilburg, op gezag van de rector magnificus, prof. dr. Ph. Eijlander, in het openbaar te verdedigen ten overstaan van een door het college voor promoties aangewezen commissie in de aula van de Universiteit op woensdag 17 juni 2009 om 10.15 uur door Fritz Max Heinrich Reul geboren op 30 september 1977 te Hanau, Duitsland Promotor: Prof. dr. H.J.vandenHerik Copromotor: Dr. ir. J.W.H.M. Uiterwijk Promotiecommissie: Prof. dr. A.P.J. van den Bosch Prof. dr. A. de Bruin Prof. dr. H.C. Bunt Prof. dr. A.J. van Zanten Dr. U. Lorenz Dr. A. Plaat Dissertation Series No. 2009-16 The research reported in this thesis has been carried out under the auspices of SIKS, the Dutch Research School for Information and Knowledge Systems. ISBN 9789490122249 Printed by Gildeprint © 2009 Fritz M.H. Reul All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronically, mechanically, photocopying, recording or otherwise, without prior permission of the author. Preface About five years ago I completed my diploma project about computer chess at the University of Applied Sciences in Friedberg, Germany. Immediately after- wards I continued in 2004 with the R&D of my computer-chess engine Loop. In 2005 I started my Ph.D. project ”New Architectures in Computer Chess” at the Maastricht University. In the first year of my R&D I concentrated on the redesign of a computer-chess architecture for 32-bit computer environments. -
[Math.HO] 4 Oct 2007 Computer Analysis of the Two Versions
Computer analysis of the two versions of Byzantine chess Anatole Khalfine and Ed Troyan University of Geneva, 24 Rue de General-Dufour, Geneva, GE-1211, Academy for Management of Innovations, 16a Novobasmannaya Street, Moscow, 107078 e-mail: [email protected] July 7, 2021 Abstract Byzantine chess is the variant of chess played on the circular board. In the Byzantine Empire of 11-15 CE it was known in two versions: the regular and the symmetric version. The difference between them: in the latter version the white queen is placed on dark square. However, the computer analysis reveals the effect of this ’perturbation’ as well as the basis of the best winning strategy in both versions. arXiv:math/0701598v2 [math.HO] 4 Oct 2007 1 Introduction Byzantine chess [1], invented about 1000 year ago, is one of the most inter- esting variations of the original chess game Shatranj. It was very popular in Byzantium since 10 CE A.D. (and possible created there). Princess Anna Comnena [2] tells that the emperor Alexius Comnenus played ’Zatrikion’ - so Byzantine scholars called this game. Now it is known under the name of Byzantine chess. 1 Zatrikion or Byzantine chess is the first known attempt to play on the circular board instead of rectangular. The board is made up of four concentric rings with 16 squares (spaces) per ring giving a total of 64 - the same as in the standard 8x8 chessboard. It also contains the same pieces as its parent game - most of the pieces having almost the same moves. In other words divide the normal chessboard in two halves and make a closed round strip [1].