4092-1808 CB Accounts First Steps GB.Indd
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
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. -
Game Changer
Matthew Sadler and Natasha Regan Game Changer AlphaZero’s Groundbreaking Chess Strategies and the Promise of AI New In Chess 2019 Contents Explanation of symbols 6 Foreword by Garry Kasparov �������������������������������������������������������������������������������� 7 Introduction by Demis Hassabis 11 Preface 16 Introduction ������������������������������������������������������������������������������������������������������������ 19 Part I AlphaZero’s history . 23 Chapter 1 A quick tour of computer chess competition 24 Chapter 2 ZeroZeroZero ������������������������������������������������������������������������������ 33 Chapter 3 Demis Hassabis, DeepMind and AI 54 Part II Inside the box . 67 Chapter 4 How AlphaZero thinks 68 Chapter 5 AlphaZero’s style – meeting in the middle 87 Part III Themes in AlphaZero’s play . 131 Chapter 6 Introduction to our selected AlphaZero themes 132 Chapter 7 Piece mobility: outposts 137 Chapter 8 Piece mobility: activity 168 Chapter 9 Attacking the king: the march of the rook’s pawn 208 Chapter 10 Attacking the king: colour complexes 235 Chapter 11 Attacking the king: sacrifices for time, space and damage 276 Chapter 12 Attacking the king: opposite-side castling 299 Chapter 13 Attacking the king: defence 321 Part IV AlphaZero’s -
The TCEC20 Computer Chess Superfinal: a Perspective
The TCEC20 Computer Chess Superfinal: a Perspective GM Matthew Sadler1 London, UK 1 THE TCEC20 PREMIER DIVISION Just like last year, Season 20 DivP gathered a host of familiar faces and once again, one of those faces had a facelift! The venerable KOMODO engine had been given an NNUE beauty boost and there was a feeling that KOMODO DRAGON might prove a threat to LEELA’s and STOCKFISH’s customary tickets to the Superfinal. There was also an updated STOOFVLEES to enjoy while ETHEREAL came storming back to DivP after a convincing victory in League 1. ROFCHADE just pipped NNUE-powered IGEL on tie- break for the second DivP spot. In the end, KOMODO turned out to have indeed received a significant boost from NNUE, pipping ALLIESTEIN for third place. However, both LEELA and STOCKFISH seemed to have made another quantum leap forwards, dominating the field and ending joint first on 38/56, 5.5 points clear of KOMODO DRAGON! Both LEELA and STOCKFISH scored an astonishing 24 wins, with LEELA winning 24 of its 28 White games and STOCKFISH 22! Both winners lost 4 games, all as Black, with LEELA notably tripping up against bottom-marker ROFCHADE and STOCKFISH being beautifully squeezed by STOOFVLEES. The high winning percentage this time is explained by the new high-bias opening book designed for the Premier Division. I had slightly mixed feelings about it as LEELA and STOCKFISH winning virtually all their White games felt like going a bit too much the other way: you want them to have to work a bit harder for their Superfinal places! However, it was once again a very entertaining tournament with plenty of good games. -
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. -
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. -
Some Chess-Specific Improvements for Perturbation-Based Saliency Maps
Some Chess-Specific Improvements for Perturbation-Based Saliency Maps Jessica Fritz Johannes Furnkranz¨ Johannes Kepler University Johannes Kepler University Linz, Austria Linz, Austria [email protected] juffi@faw.jku.at Abstract—State-of-the-art game playing programs do not pro- vide an explanation for their move choice beyond a numerical score for the best and alternative moves. However, human players want to understand the reasons why a certain move is considered to be the best. Saliency maps are a useful general technique for this purpose, because they allow visualizing relevant aspects of a given input to the produced output. While such saliency maps are commonly used in the field of image classification, their adaptation to chess engines like Stockfish or Leela has not yet seen much work. This paper takes one such approach, Specific and Relevant Feature Attribution (SARFA), which has previously been proposed for a variety of game settings, and analyzes it specifically for the game of chess. In particular, we investigate differences with respect to its use with different chess Fig. 1: SARFA Example engines, to different types of positions (tactical vs. positional as well as middle-game vs. endgame), and point out some of the approach’s down-sides. Ultimately, we also suggest and evaluate a neural networks [19], there is also great demand for explain- few improvements of the basic algorithm that are able to address able AI models in other areas of AI, including game playing. some of the found shortcomings. An approach that has recently been proposed specifically for Index Terms—Explainable AI, Chess, Machine learning games and related agent architectures is specific and relevant feature attribution (SARFA) [15].1 It has been shown that it I. -
Komodo Chess 10
Komodo Chess 10 CCOUNT A Komodo, as well as chess prowess, in computer chess. What is more, at E S A B Komodo Chess 10 S S E 64 BIT MULTIPROCESSORVERSION H tournament time controls, Komodo C offers all the training and playing M I U P R E M Sie halten genau den Fritz in den Händen, der seit Jahren die gesamte Schachwelt fasziniert. Ob beim Match 2002 in Bahrain gegen Weltmeister Vladimir Kramnik, 2003 in New York gegen 6 MONATE is #1 in the majority of rating lists. Garry Kasparov oder 2006 in der Bonner Bundeskunsthalle beim 4:2 Sieg gegen Weltmeister functions you know from Fritz, Lorem ipsum dolor sit, Vladimir Kramnik: Millionen von Schachfans verfolgten bei dem Duell „Mensch gegen Maschine“ consectetuer adipiscing elit. die Weltklassepartien von Fritz, dem „populärsten deutschen Schachprogramm“ (Der Spiegel). Aenean commodo ligula including direct access to the Chess- eget dolor. Aenean massa. Aber keine Angst: FRITZ kann auch anders. Er passt sich automatisch jeder Spielstärke an, hilft während der Partie mit Zug- und Stellungserklärungen, Coachfunktion, Gefahrenanzeige 10 und Eröffnungsstatistik. Für Vereinsspieler ist FRITZ schon lange ein unentbehrlicher Partner: PLAYCHESS automatische Partieanalyse, viele Trainingsmodule, Handicapfunktionen, eine Datenbank mit Base Web Apps such as Live Data- lorem ipsum dolor sit mehr als einer Million Partien und ungezählte Profifunktionen, die auch Garry Kasparov seit ameter meter Jahren nutzt: „Ich analysiere regelmäßig mit FRITZ“. Komodo Chess 10 comes with: LIVE DATABASE Haben Sie schon einmal mit einem Großmeister trainiert? Von Meistern lernen hießt meisterhaft base, the ChessBaseKomodo video portal, lorem ipsum dolor sit lernen. Fritz11 bietet 13 (!) Stunden Videolektionen für jede Spielstärke: Mit Großmeister Dr. -
The TCEC Cup 4 Report
TCEC Cup 4 Article Accepted Version The TCEC Cup 4 report Haworth, G. and Hernandez, N. (2020) TCEC Cup 4. ICGA Journal, 41 (4). pp. 259-263. ISSN 1389-6911 doi: https://doi.org/10.3233/ICG-190124 Available at http://centaur.reading.ac.uk/86831/ 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/icg190124 To link to this article DOI: http://dx.doi.org/10.3233/ICG-190124 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 4 Guy Haworth and Nelson Hernandez1 Reading, UK and Maryland, USA The TCEC Cup knockout event was this time held after the host TCEC 16 league event finished rather than before the Superfinal (Haworth and Hernandez, 2019a, 2019b). TCEC Cup 4 began on October 16th 2019, in synchrony with the knockout phase of the Rugby World Cup. Some authors moved away from their TCEC16 engine versions as noted in Tables 1-5. It is not always possible to decrypt version numbers to understand whether the move is forwards, backwards or sideways. Nevertheless, TCEC clearly encourages active development in the engine shed (CPW, 2019). -
A Complete Chess Engine Parallelized Using Lazy SMP
A Complete Chess Engine Parallelized Using Lazy SMP Emil Fredrik Østensen Thesis submitted for the degree of Master in programming and networks 60 credits Department of informatics Faculty of mathematics and natural sciences UNIVERSITY OF OSLO Autumn 2016 A Complete Chess Engine Parallelized Using Lazy SMP Emil Fredrik Østensen © 2016 Emil Fredrik Østensen A Complete Chess Engine Parallelized Using Lazy SMP http://www.duo.uio.no/ Printed: Reprosentralen, University of Oslo Abstract The aim of the thesis was to build a complete chess engine and parallelize it using the lazy SMP algorithm. The chess engine implemented in the thesis ended up with an estimated ELO rating of 2238. The lazy SMP algorithm was successfully implemented, doubling the engines search speed using 4 threads on a multicore processor. Another aim of this thesis was to act as a starting compendium for aspiring chess programmers. In chapter 2 Components of a Chess Engine many of the techniques and algorithms used in modern chess engines are discussed and presented in a digestible way, in a try to make the topics understandable. The information there is presented in chronological order in relation to how a chess engine can be programmed. i ii Contents 1 Introduction 1 1.1 The History of Chess Computers . .2 1.1.1 The Beginning of Chess Playing Machines . .2 1.1.2 The Age of Computers . .3 1.1.3 The First Chess Computer . .5 1.1.4 The Interest in Chess Computers Grow . .6 1.1.5 Man versus Machine . .6 1.1.6 Shannon’s Type A versus Shannon’s Type B Chess Computers . -
The Programming Historian
The Programming Historian The Programming Historian is an open-access introduction to programming in Python, aimed at working historians (and other humanists) with little previous experience. There are two editions available here; the second is currently under development. We are constantly adding new material, much of it driven by reader request. We welcome questions, corrections and suggestions for improvement. At this point we are still figuring out how best to allow community participation, while maintaining the coherence and direction of a more monographic work. If you e-mail us at [email protected], [email protected] and/or [email protected], we are happy to respond to you personally and try to incorporate your comments. In the future we may come up with something more elegant... but, hey, it's a work in progress. • William J. Turkel, Adam Crymble and Alan MacEachern, The Programming Historian, 2nd ed. NiCHE: Network in Canadian History & Environment (2009-). • William J. Turkel and Alan MacEachern, The Programming Historian, 1st ed. NiCHE: Network in Canadian History & Environment (2007-08). Introductory lessons teach you how to • install Zotero, the Python programming language and other useful tools • read and write data files • save web pages and automatically extract information from them • count word frequencies • remove stop words • automatically refine searches • make n-gram dictionaries • create keyword-in-context (KWIC) displays • make tag clouds, and • harvest sets of hyperlinks Table of Contents 0. About this book...........................................................................................................................................3 -
Web Apps 2 Web Apps Contents
ChessBase Web Apps 2 Web Apps Contents 0 Part I Information about the ChessBase Account 5 Part II How can I change my image for my profile? 9 Part III How to register with Fritz16 or CB14 for the ChessBase Web Apps? 10 Part IV FAQ concerning the ChessBase Account 11 Part V Difference between starter and premium access 11 Part VI ChessBase Web Apps 12 1 Pla..y..c..h..e..s.s...c.o..m... ............................................................................................................... 12 Softw are t..o.. .a..c..c..e..s...s.. .P..l.a..y..c..h...e..s..s....c..o..m.... .......................................................................................................... 12 Access Se..r..v..e..r.. ............................................................................................................................................... 13 Playing yo.u..r.. .f.i.r..s..t.. .g..a..m....e..s.. .a..s... .a.. .G..u...e..s..t.. ......................................................................................................... 14 Create Ac.c..o..u..n...t. .............................................................................................................................................. 14 User Inter.f.a..c..e... ................................................................................................................................................ 16 Players / G..a..m....e..s.. ./. .M....a..p.. .W...i.n...d..o..w.... ................................................................................................................. -
TCEC15: the 15Th Top Chess Engine Championship
TCEC15: the 15th Top Chess Engine Championship Article Accepted Version The TCEC15 official report Haworth, G. and Hernandez, N. (2019) TCEC15: the 15th Top Chess Engine Championship. ICGA Journal, 41 (3). pp. 153- 163. ISSN 1389-6911 doi: https://doi.org/10.3233/ICG-190115 Available at http://centaur.reading.ac.uk/83156/ 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/icg190115 To link to this article DOI: http://dx.doi.org/10.3233/ICG-190115 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 TCEC15: the 15th Top Chess Engine Championship Guy Haworth1 and Nelson Hernandez Reading, UK and Maryland, USA TCEC Season 15 started on March 5th 2019 with a more liberal Division 4 featuring several engines in their first TCEC season. At the top end, interest would centre on whether the recent entries, ETHEREAL, KOMODO MCTS and LEELA CHESS ZERO would again improve their already impressive performances. Fig. 1 and Table 1 provide the logos and details on the enlarged field of 44 engines. DP D1 D2 D3 D4 Fig. 1. Logos for the TCEC 15 engines (CPW, 2019) as in their original divisions.