The Dawn of the Post-Deep Blue Era 2
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Issue 16, June 2019 -...CHESSPROBLEMS.CA
...CHESSPROBLEMS.CA Contents 1 Originals 746 . ISSUE 16 (JUNE 2019) 2019 Informal Tourney....... 746 Hors Concours............ 753 2 Articles 755 Andreas Thoma: Five Pendulum Retros with Proca Anticirce.. 755 Jeff Coakley & Andrey Frolkin: Multicoded Rebuses...... 757 Arno T¨ungler:Record Breakers VIII 766 Arno T¨ungler:Pin As Pin Can... 768 Arno T¨ungler: Circe Series Tasks & ChessProblems.ca TT9 ... 770 3 ChessProblems.ca TT10 785 4 Recently Honoured Canadian Compositions 786 5 My Favourite Series-Mover 800 6 Blast from the Past III: Checkmate 1902 805 7 Last Page 808 More Chess in the Sky....... 808 Editor: Cornel Pacurar Collaborators: Elke Rehder, . Adrian Storisteanu, Arno T¨ungler Originals: [email protected] Articles: [email protected] Chess drawing by Elke Rehder, 2017 Correspondence: [email protected] [ c Elke Rehder, http://www.elke-rehder.de. Reproduced with permission.] ISSN 2292-8324 ..... ChessProblems.ca Bulletin IIssue 16I ORIGINALS 2019 Informal Tourney T418 T421 Branko Koludrovi´c T419 T420 Udo Degener ChessProblems.ca's annual Informal Tourney Arno T¨ungler Paul R˘aican Paul R˘aican Mirko Degenkolbe is open for series-movers of any type and with ¥ any fairy conditions and pieces. Hors concours compositions (any genre) are also welcome! ! Send to: [email protected]. " # # ¡ 2019 Judge: Dinu Ioan Nicula (ROU) ¥ # 2019 Tourney Participants: ¥!¢¡¥£ 1. Alberto Armeni (ITA) 2. Rom´eoBedoni (FRA) C+ (2+2)ser-s%36 C+ (2+11)ser-!F97 C+ (8+2)ser-hsF73 C+ (12+8)ser-h#47 3. Udo Degener (DEU) Circe Circe Circe 4. Mirko Degenkolbe (DEU) White Minimummer Leffie 5. Chris J. Feather (GBR) 6. -
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') -
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. -
Rybka Investigation and Summary of Findings for the ICGA Mark Lefler, Robert Hyatt, Harvey Williamson and ICGA Panel Members 12 May 2011
Rybka Investigation and Summary of Findings for the ICGA Mark Lefler, Robert Hyatt, Harvey Williamson and ICGA panel members 12 May 2011 1. Background 1.1 Purpose: To investigate claims that the chess playing program Rybka is a derivative of the chess programs Fruit and Crafty and violated International Computer Games Association (ICGA) Tournament rules. Rybka is a program by Vasik Rajlich. Fruit was written by Fabien Letouzey. Crafty was written by Robert Hyatt. 1.2 Allegations. Allegations have surfaced that Rybka 1.0 beta and later versions are derivatives of Fruit 2.1. Fruit 2.1 source code was distributed with a specific license in the copying.txt file. Part of this license reads: "For example, if you distribute copies of such a program, whether gratis or for a fee, you must give the recipients all the rights that you have. You must make sure that they, too, receive or can get the source code. And you must show them these terms so they know their rights." Allegations point out that by distributing Rybka, if it is based on Fruit, this GNU license was violated (http://icga.wikispaces.com/Open+letter+to+the+ICGA+about+the+Rybka- Fruit+issue). If versions of Rybka are derived from Fruit and participated in ICGA tournaments, then Rybka has also violated ICGA Tournament Rules. Specifically, the rules state: "Each program must be the original work of the entering developers. Programming teams whose code is derived from or including game-playing code written by others must name all other authors, or the source of such code, in the details of their submission form. -
Beyond the 3000 Elo Barrier a Glance Behind the Scenes of the Rybka Chess Engine by HARALD FIETZ
Beyond the 3000 Elo barrier A glance behind the scenes of the Rybka chess engine by HARALD FIETZ t the end of 2005, the worked in the computer field. My looked very promising and scary for world of chess computers mother is also a trained mathematician. the opponent when I played them, but suddenly changed when an I have two younger brothers. We moved in a post-mortem Rybka sometimes engine with the name back to Prague when I was three weeks revealed them as crazy blunders. I A of Rybka appeared from old and stayed in the Czech Republic believe that using Rybka can help to virtually nowhere. At the prestigious until I was 11 The whole family develop an intuition about which International Paderborn Computer moved back to the USA at that time. I sacrifices actually work. For sure using Chess Championship the new program studied computer science at MIT Rybka has some influence on my by the American developer Vaclav (Massachusetts Institute of Technology) openings – I think that my repertoire is Rajlich – whom everybody simply calls near Boston and worked as a software getting much stronger thanks to my Vasik or Vas as his first name – won developer at Texas Instruments (Dallas, work with the engine.” a clear point ahead of established USA), Triada, a company specialized in machines such as Zappa, Spike, data compression, (Ypsilanti, USA), A programmer’s everyday life Shredder, Fruit or Jonny. Out of the Ford (Detroit, USA), at the Environ- and visions blue, Rybka skyrocketed to the top of mental Research Institute of Michigan, the Swedish computer rating list, which was developing radar imaging However, the improvement of a which had been regarded for a long systems (Ann Arbor, USA), and Option, sophisticated program also requires a time as the equivalent of the FIDE a leading company in the field of lot of support from other sources: rating list in the chess computer sector wireless communication technology “There are tons of people who are (cp.http://web.telia.com/~u85924109/ss (Adelsried, Germany), over the last involved in the project in various ways. -
Get in Touch with Jaap Van Den Herik
28 ICCA Journal March 1992 NEWS, INFORMATION, TOURNAMENTS AND REPORTS A DATABASE AS A SECOND D.M. Breuker L.v. Allis I.S. Herschberg H.J. van den Herik University of Limburg Delft Unversity of Technology Dept. of Computer Science Dept. of Technical Mathematics Maastricht, The Netherlands and Informatics Delft, The Netherlands ABSTRACT Chess endgame databases have provided computer-chess researchers with perfect knowledge of many endgames. Grandmaster play, however, has been largely unaffected by their existence. In the 1992 Linares tournament, Timman and Speelman adjourned a posi- tion which could lead to the KBBKN endgame. With the aid of publications on computer analysis of this endgame, Timman successfully prepared for the human-to-human confronta- tion and defeated Speelman. This contribution describes the background of the KBBKN endgame, the sequence of events which led to Timman's victory, and presents analyses of the grandmasters' performance. 1. BACKGROUND More than a century ago, Kling and Horwitz (1851) published the first thorough study of the KBBKN endgame. Their analysis showed that in the position of Diagram 1, Black can hold out indefinitely against White's attacks. They concluded that King and two Bishops cannot win if the weaker side can obtain the posi- tion of Diagram 1. The essential feature of this position is the King and the Knight's making up a fortress near a comer of the board, it being crucial that the Knight is on b7; this essence is maintained upon reflection in one or both of the board's medial lines. Kling and Horwitz (1851) asserted that Diagram 1 and its reflections pro- vided an exception, and that, Black failing to achieve Diagram I, White was bound to win. -
WCCC 2017: the 23Rd World Computer Chess Championship
WCCC 2017: the 23rd world computer chess championship Article Accepted Version Krabbenbos, J., van den Herik, J. and Haworth, G. (2018) WCCC 2017: the 23rd world computer chess championship. ICGA Journal, 39 (3-4). pp. 210-221. ISSN 1389-6911 Available at http://centaur.reading.ac.uk/70937/ It is advisable to refer to the publisher’s version if you intend to cite from the work. See Guidance on citing . 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 WCCC 2017: The 23rd World Computer Chess Championship Jan Krabbenbos, Jaap van den Herik and Guy Haworth1 Amersfoort, The Netherlands, Leiden, The Netherlands and Reading UK The 23rd World Computer Chess Championship started on July 3rd, 2017. Four programs as in Table 1 (CPW, 2017) participated in a triple round robin tournament of nine rounds. The tournament took place at Leiden University and was organized by the ICGA, LIACS and LCDS. It was sponsored by Oracle, the municipality of Leiden, Leiden University, its Faculty of Science, the ICGA, iSSC, SurfSara and Digital Game Technology. It was held in conjunction with the 7th World Computer Software Championship, the 20th Computer Olympiad and the 15th Advances in Computer Games conference. The classical tempo of 1h45+15/move for both sides was the one adopted. -
The Fredkin Challenge Match
AI Magazine Volume 2 Number 2 (1981) (© AAAI) TheFredkin AI!+halhge..'*A.... M&h by Hans Berliner Computer Science Department Carnegie-Mellon University Pittsburgh, Pennsylvania 15213 Chairman, Fredkin Prize Committee On August 18 and 19, 1980, at Stanford University during at Stanford University, with the actual game on in a closed the AAAI conference, the first of a projected pair of annual room containing only the player, computer terminal operators chess competitions pitting the world’s best computer pro- (Larry Atkin and David Cahlander of Control Data Corpora- grams against rated human players of approximately the same tion) and the referee. Upstairs was a large demonstration strength was held. These matches are part of the Fredkin prize room where two boards, one for the actual position and one competition, wherein a sum of $100,000, established by the for analysis, were used to keep the audience abreast of what Fredkin Foundation of Cambridge, Mass , is to be awarded to was happening and could be expected to happen. The moves the creators of a program that can defeat the World Chess were communicated through a telecommunications setup Champion in official competition. linking the two rooms. The program in this match was CHESS 4.9 of Northwes- In the first game, CHESS 4.9 played the White side of a tern University, authored by David Slate and Larry Atkin. At Sicilian Defense very badly, as it had done on several the same time, it was the best computer chess program in the occasions previously Later, it refused to force a draw in an world (recently surpassed by BELLE), and was the winner of inferior position. -
PICDEM-3 User's Guide
PICDEM-3 User’s Guide Information contained in this publication regarding device applications and the like is intended through suggestion only and may be superseded by updates. No representation or warranty is given and no liability is assumed by Microchip Technology Incorporated with respect to the accuracy or use of such information, or infringement of patents or other intellectual property rights arising from such use or otherwise. Use of Microchip’s products as critical components in life support systems is not authorized except with express written approval by Microchip. No licenses are conveyed, implicitly or otherwise, under any intellectual property rights. The Microchip logo, name, PIC, PICMASTER, PICSTART, and PRO MATE are registered trademarks of Microchip Technology Incorporated in the U.S.A. and other countries. MPLAB is a trademark of Microchip in the U.S.A. Microchip Technology Incorporated 1996. Intel is a registered trademark of Intel Corporation. IBM PC/AT is a registered trademark of International Business Machines Corporation. MS Windows, Microsoft Windows, and Windows are trademarks of Microsoft Corporation. All rights reserved. All other trademarks mentioned herein are the property of their respective companies. 1996 Microchip Technology Inc. DS51079A PICDEM-3 USER’S GUIDE DS51079A 1996 Microchip Technology Inc. PICDEM-3 USER’S GUIDE Table of Contents Preface Welcome . .1 Documentation Layout . .1 Chapter 1. About PICDEM-3 Introduction . .3 Highlights . .3 Processor Sockets . .3 Liquid Crystal Display . .3 Power Supply . .3 RS-232 Serial Port . .4 Pushbutton Switches . .4 Oscillator Options . .4 Analog Inputs . .5 Keypad Header . .5 External LCD Panel Connector . .5 LCD Software Demultiplexer . -
Chess As Played by Artificial Intelligence
Chess as Played by Artificial Intelligence Filemon Jankuloski, Adrijan Božinovski1 University American College of Skopje, Skopje, Macedonia [email protected] [email protected] Abstract. In this paper, we explore the evolution of how chess machinery plays chess. The purpose of the paper is to discuss the several different algorithms and methods which are implemented into chess machinery systems to either make chess playing more efficient or increase the playing strength of said chess machinery. Not only do we look at methods and algorithms implemented into chess machinery, but we also take a look at the many accomplishments achieved by these machines over a 70 year period. We will analyze chess machines from their conception up until their absolute domination of the competitive chess scene. This includes chess machines which utilize anything from brute force approaches to deep learning and neural networks. Finally, the paper is concluded by discussing the future of chess machinery and their involvement in both the casual and competitive chess scene. Keywords: Chess · Algorithm · Search · Artificial Intelligence 1 Introduction Artificial intelligence has become increasingly prevalent in our current society. We can find artificial intelligence being used in many aspects of our daily lives, such as through the use of Smartphones and autonomous driving vehicles such as the Tesla. There is no clear and concise definition for Artificial Intelligence, since it is a subject which still has massive space for improvement and has only recently been making most of its significant advancements. Leading textbooks on AI, however, define it as the study of “intelligent agents”, which can be represented by any device that perceives its environment and takes actions that maximizes its chances of achieving its goals [1]. -
An Historical Perspective Through the Game of Chess
On the Impact of Information Technologies on Society: an Historical Perspective through the Game of Chess Fr´ed´eric Prost LIG, Universit´ede Grenoble B. P. 53, F-38041 Grenoble, France [email protected] Abstract The game of chess as always been viewed as an iconic representation of intellectual prowess. Since the very beginning of computer science, the challenge of being able to program a computer capable of playing chess and beating humans has been alive and used both as a mark to measure hardware/software progresses and as an ongoing programming challenge leading to numerous discoveries. In the early days of computer science it was a topic for specialists. But as computers were democratized, and the strength of chess engines began to increase, chess players started to appropriate to themselves these new tools. We show how these interac- tions between the world of chess and information technologies have been herald of broader social impacts of information technologies. The game of chess, and more broadly the world of chess (chess players, literature, computer softwares and websites dedicated to chess, etc.), turns out to be a surprisingly and particularly sharp indicator of the changes induced in our everyday life by the information technologies. Moreover, in the same way that chess is a modelization of war that captures the raw features of strategic thinking, chess world can be seen as small society making the study of the information technologies impact easier to analyze and to arXiv:1203.3434v1 [cs.OH] 15 Mar 2012 grasp. Chess and computer science Alan Turing was born when the Turk automaton was finishing its more than a century long career of illusion1. -
091028 Belle Grid 구축.Hwp
gLite 3.1기반 Belle Grid 구축 보고서 머리말 본 책자는2008 년 노벨물리학상을 배출한 KEK 의 Belle 실험을 위한 그리드 인프라를 구축하는 과정을 기술하고 있습니다. Belle 실험의 그리드 인프라는 주로MC(Mote Carlo) Production 을 수행하고 있으며 최근 후속 실험인 Belle II 에서는 기하급수적으로 늘어나는 데이터량과 프로세스량을 처리하기 위해 적극 적으로 그리드 도입을 서두르고 있습니다. 이 책자를 통해 향후 국내 연구자 들을 위한Belle 및 Belle II 실험 지원에 도움이 될 수 있기를 기원합니다 . 이 책자를 만들어내기까지 도움을 주신 모든 분들께 감사드립니다. 2009년 11 월 15 일 작 성 자: 김 법 균 (KISTI) 유 진 승 (KISTI) 윤 희 준 (KISTI) 권 석 면 (KISTI) Christophe Bonnaud (KISTI) 박 형 우 (KISTI) 장 행 진 (KISTI) gLite 3.1기반 Belle Grid 구축 보고서 제목 차례 Glossary ······························································································································· 1 Ⅰ. 개요 ······························································································································· 4 1. KEK 소개 ······················································································································· 4 Ⅱ. Belle Grid 구축 ··········································································································· 9 1. Belle Grid 구축 개요 ··································································································· 9 2. CE (with lcg-CE) ·········································································································· 9 (1) VOMS인증서 설치 (Installation of VOMS Certificate) ································· 10 (2) Belle VO 가입 ······································································································ 10 (3) VO Parameter Setting ··························································································