Djinn User Guide by Tom Likens (Copyright © 2003-2004)
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Ada Lovelace Articles S
ADA Volume 36 USER Number 1 March 2015 JOURNAL Contents Page Editorial Policy for Ada User Journal 2 Editorial 3 Quarterly News Digest 4 Conference Calendar 24 Forthcoming Events 32 Bicentennial Ada Lovelace Articles S. Charman-Anderson “Ada Lovelace: Victorian Computing Visionary” 35 Articles from the Advances on Methods Special Session of Ada-Europe 2015 J. Sparre Andersen "Persistent Containers with Ada 2012" 43 F. Sánchez-Ledesma, J. Pastor, D. Alonso and B. Álvarez "A Task-Based Concurrency Scheme for Executing Component-Based Applications" 49 Ada-Europe Associate Members (National Ada Organizations) 56 Ada-Europe Sponsors Inside Back Cover Ada User Journal Volume 36, Number 1, March 2015 2 Editorial Policy for Ada User Journal Publication Original Papers a wider audience. This includes papers Ada User Journal — The Journal for Manuscripts should be submitted in published in North America that are the international Ada Community — is accordance with the submission not easily available in Europe. published by Ada-Europe. It appears guidelines (below). We have a reciprocal approach in four times a year, on the last days of granting permission for other March, June, September and All original technical contributions are submitted to refereeing by at least two publications to reprint papers originally December. Copy date is the last day of published in Ada User Journal. the month of publication. people. Names of referees will be kept confidential, but their comments will Commentaries Aims be relayed to the authors at the discretion of the Editor. We publish commentaries on Ada and Ada User Journal aims to inform software engineering topics. -
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. -
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. -
Python-Chess Release 1.0.0 Unknown
python-chess Release 1.0.0 unknown Sep 24, 2020 CONTENTS 1 Introduction 3 2 Documentation 5 3 Features 7 4 Installing 11 5 Selected use cases 13 6 Acknowledgements 15 7 License 17 8 Contents 19 8.1 Core................................................... 19 8.2 PGN parsing and writing......................................... 35 8.3 Polyglot opening book reading...................................... 42 8.4 Gaviota endgame tablebase probing................................... 44 8.5 Syzygy endgame tablebase probing................................... 45 8.6 UCI/XBoard engine communication................................... 47 8.7 SVG rendering.............................................. 58 8.8 Variants.................................................. 59 8.9 Changelog for python-chess....................................... 61 9 Indices and tables 93 Index 95 i ii python-chess, Release 1.0.0 CONTENTS 1 python-chess, Release 1.0.0 2 CONTENTS CHAPTER ONE INTRODUCTION python-chess is a pure Python chess library with move generation, move validation and support for common formats. This is the Scholar’s mate in python-chess: >>> import chess >>> board= chess.Board() >>> board.legal_moves <LegalMoveGenerator at ... (Nh3, Nf3, Nc3, Na3, h3, g3, f3, e3, d3, c3, ...)> >>> chess.Move.from_uci("a8a1") in board.legal_moves False >>> board.push_san("e4") Move.from_uci('e2e4') >>> board.push_san("e5") Move.from_uci('e7e5') >>> board.push_san("Qh5") Move.from_uci('d1h5') >>> board.push_san("Nc6") Move.from_uci('b8c6') >>> board.push_san("Bc4") Move.from_uci('f1c4') -
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. -
Portable Game Notation Specification and Implementation Guide
11.10.2020 Standard: Portable Game Notation Specification and Implementation Guide Standard: Portable Game Notation Specification and Implementation Guide Authors: Interested readers of the Internet newsgroup rec.games.chess Coordinator: Steven J. Edwards (send comments to [email protected]) Table of Contents Colophon 0: Preface 1: Introduction 2: Chess data representation 2.1: Data interchange incompatibility 2.2: Specification goals 2.3: A sample PGN game 3: Formats: import and export 3.1: Import format allows for manually prepared data 3.2: Export format used for program generated output 3.2.1: Byte equivalence 3.2.2: Archival storage and the newline character 3.2.3: Speed of processing 3.2.4: Reduced export format 4: Lexicographical issues 4.1: Character codes 4.2: Tab characters 4.3: Line lengths 5: Commentary 6: Escape mechanism 7: Tokens 8: Parsing games 8.1: Tag pair section 8.1.1: Seven Tag Roster 8.2: Movetext section 8.2.1: Movetext line justification 8.2.2: Movetext move number indications 8.2.3: Movetext SAN (Standard Algebraic Notation) 8.2.4: Movetext NAG (Numeric Annotation Glyph) 8.2.5: Movetext RAV (Recursive Annotation Variation) 8.2.6: Game Termination Markers 9: Supplemental tag names 9.1: Player related information www.saremba.de/chessgml/standards/pgn/pgn-complete.htm 1/56 11.10.2020 Standard: Portable Game Notation Specification and Implementation Guide 9.1.1: Tags: WhiteTitle, BlackTitle 9.1.2: Tags: WhiteElo, BlackElo 9.1.3: Tags: WhiteUSCF, BlackUSCF 9.1.4: Tags: WhiteNA, BlackNA 9.1.5: Tags: WhiteType, BlackType -
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 -
Crafty Command Documentation (Version 18) ------Crafty Is Nothing More Than a Long-Time Hobby of Mine, Dating Back to Blitz and Later Cray Blitz
Crafty Command Documentation (version 18) ----------------------------------------------- Crafty is nothing more than a long-time hobby of mine, dating back to Blitz and later Cray Blitz. People ask me howI keep doing this, and that is the one question that generally leaves me at a loss for words. Perhaps the most common question I’m asked is "is this version of Crafty some dumbed-down version of what you play on ICC or what you use at a computer chess event?" The answer is a resounding *NO*. The current version is *exactly* what is running on ICC under this version number.Note that a newversion can, on occasion, introduce weaknesses or outright bugs that were not present in previous "gold" versions. As aresult, you should be careful to back up your "favorite" before trying the latest and greatest. If you aren’tsatisfied with the newver- sion, you can then go back to what you believe isabetter version. If you are looking for the strongest playing computer chess program available, you should likely look to Fritz, Rebel, Tiger,and the other commercial entries. There you will find strong opponents with polished interfaces that have been tested in a systematic and careful way.If you are looking for a program that plays good chess, has a reasonable set of features for you to use, is available in source form, and one where the author welcomes feedback, code or sugges- tions, then you are at the right place. Iwelcome comments and suggestions, and also feedback from ideas you try yourself that seem to work. Crafty is a state-of-the-art computer chess program, and uses all of the search algorithms you have probably read about, negascout search, killer/history move ordering, SEE (Static Exchange Evaluation) quiescence move ordering and pruning, hash (transposition/refutation) tables as well as evaluation caches, selective extensions, recursive null-move search, futility pruning, late move reductions, and a host of other features that have been used and are still being used in most computer chess programs. -
Developing Chess Talent
Karel van Delft and Merijn van Delft Developing Chess Talent KVDC © 2010 Karel van Delft, Merijn van Delft First Dutch edition 2008 First English edition 2010 ISBN 978-90-79760-02-2 'Developing Chess Talent' is a translation of the Dutch book 'Schaaktalent ontwikkelen', a publication by KVDC KVDC is situated in Apeldoorn, The Netherlands, and can be reached via www.kvdc.nl Cover photo: Training session Youth Meets Masters by grandmaster Artur Yusupov. Photo Fred Lucas: www.fredlucas.eu Translation: Peter Boel Layout: Henk Vinkes Printing: Wbhrmann Print Service, Zutphen CONTENTS Foreword by Artur Yusupov Introduction A - COACHING Al Top-class sport Al.1 Educational value 17 Al.2 Time investment 17 Al.3 Performance ability 18 A1.4 Talent 18 Al. 5 Motivation 18 A2 Social environment A2.1 Psychology 19 A2.2 Personal development 20 A2.3 Coach 20 A2.4 Role of parents 21 A3 Techniques A3.1 Goal setting 24 A3.2 Training programme 25 A3.3 Chess diary 27 A3.4 Analysis questionnaire 27 A3.5 A cunning plan! 28 A3.6 Experiments 29 A3.7 Insights through games 30 A3.8 Rules of thumb and mnemonics 31 A4 Skills A4.1 Self-management 31 A4.2 Mental training 33 A4.3 Physical factors 34 A4.4 Chess thinking 35 A4.5 Creativity 36 A4.6 Concentration 39 A4.7 Flow 40 A4.8 Tension 40 A4.9 Time management 41 A4.10 Objectivity 44 A4.11 Psychological tricks 44 A4.12 Development process 45 A4.13 Avoiding blunders 46 A4.14 Non-verbal behaviour 46 3 AS Miscellaneous A5.1 Chess as a subject in primary school 47 A5.2 Youth with adults 48 A5.3 Women's chess 48 A5.4 Biographies -
Glossary of Chess
Glossary of chess See also: Glossary of chess problems, Index of chess • X articles and Outline of chess • This page explains commonly used terms in chess in al- • Z phabetical order. Some of these have their own pages, • References like fork and pin. For a list of unorthodox chess pieces, see Fairy chess piece; for a list of terms specific to chess problems, see Glossary of chess problems; for a list of chess-related games, see Chess variants. 1 A Contents : absolute pin A pin against the king is called absolute since the pinned piece cannot legally move (as mov- ing it would expose the king to check). Cf. relative • A pin. • B active 1. Describes a piece that controls a number of • C squares, or a piece that has a number of squares available for its next move. • D 2. An “active defense” is a defense employing threat(s) • E or counterattack(s). Antonym: passive. • F • G • H • I • J • K • L • M • N • O • P Envelope used for the adjournment of a match game Efim Geller • Q vs. Bent Larsen, Copenhagen 1966 • R adjournment Suspension of a chess game with the in- • S tention to finish it later. It was once very common in high-level competition, often occurring soon af- • T ter the first time control, but the practice has been • U abandoned due to the advent of computer analysis. See sealed move. • V adjudication Decision by a strong chess player (the ad- • W judicator) on the outcome of an unfinished game. 1 2 2 B This practice is now uncommon in over-the-board are often pawn moves; since pawns cannot move events, but does happen in online chess when one backwards to return to squares they have left, their player refuses to continue after an adjournment. -
Download Proceedings Book
International Conference on Artificial Intelligence towards Industry 4.0 (ICAII4.0) Nov 15-17, 2018 Iskenderun, Hatay / TURKEY Conference Proceedings Book ISBN: 978-605-68970-1-6 Editors : Assoc. Prof. Dr. Yakup Kutlu Assoc. Prof. Dr. Sertan Alkan Assist. Prof. Dr. Yaşar Daşdemir Assist. Prof. Dr. İpek Abasıkeleş Turgut Assist. Prof. Dr. Ahmet Gökçen Assist. Prof. Dr. Gökhan Altan Technical Editors: Merve Nilay Aydın Handan Gürsoy Demir Ezgi Zorarpacı Hüseyin Atasoy Kadir Tohma Mehmet Sarıgül Süleyman Serhan Narlı Kerim Melih Çimrin 2 International Conference on Artificial Intelligence towards Industry 4.0 (ICAII4.0) Nov 15-17, 2018 Iskenderun, Hatay / TURKEY International Conference on Artificial Intelligence towards Industry 4.0 (ICAII4.0) has been organized in Iskenderun, Hatay/Turkey on 15-17 November 2018. The main objective of ICAII4.0 is to present the latest research and results of scientists related to Artificial Intelligence, Industry 4.0 and all sub-disciplines of Computer Engineering. This conference provides opportunities for the different areas delegates to exchange new ideas and application experiences face to face, to establish business or research relations and to find global partners for future collaboration. We hope that the conference results provide significant contribution to the knowledge in this scientific field. The organizing committee of conference is pleased to invite prospective authors to submit their original manuscripts to ICAII4.0. All paper submissions will be double-blind and peer-reviewed and evaluated