The 12Th Top Chess Engine Championship
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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 -
White Knight Review Chess E-Magazine January/February - 2012 Table of Contents
Chess E-Magazine Interactive E-Magazine Volume 3 • Issue 1 January/February 2012 Chess Gambits Chess Gambits The Immortal Game Canada and Chess Anderssen- Vs. -Kieseritzky Bill Wall’s Top 10 Chess software programs C Seraphim Press White Knight Review Chess E-Magazine January/February - 2012 Table of Contents Editorial~ “My Move” 4 contents Feature~ Chess and Canada 5 Article~ Bill Wall’s Top 10 Software Programs 9 INTERACTIVE CONTENT ________________ Feature~ The Incomparable Kasparov 10 • Click on title in Table of Contents Article~ Chess Variants 17 to move directly to Unorthodox Chess Variations page. • Click on “White Feature~ Proof Games 21 Knight Review” on the top of each page to return to ARTICLE~ The Immortal Game 22 Table of Contents. Anderssen Vrs. Kieseritzky • Click on red type to continue to next page ARTICLE~ News Around the World 24 • Click on ads to go to their websites BOOK REVIEW~ Kasparov on Kasparov Pt. 1 25 • Click on email to Pt.One, 1973-1985 open up email program Feature~ Chess Gambits 26 • Click up URLs to go to websites. ANNOTATED GAME~ Bareev Vs. Kasparov 30 COMMENTARY~ “Ask Bill” 31 White Knight Review January/February 2012 White Knight Review January/February 2012 Feature My Move Editorial - Jerry Wall [email protected] Well it has been over a year now since we started this publication. It is not easy putting together a 32 page magazine on chess White Knight every couple of months but it certainly has been rewarding (maybe not so Review much financially but then that really never was Chess E-Magazine the goal). -
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). -
Proposal to Encode Heterodox Chess Symbols in the UCS Source: Garth Wallace Status: Individual Contribution Date: 2016-10-25
Title: Proposal to Encode Heterodox Chess Symbols in the UCS Source: Garth Wallace Status: Individual Contribution Date: 2016-10-25 Introduction The UCS contains symbols for the game of chess in the Miscellaneous Symbols block. These are used in figurine notation, a common variation on algebraic notation in which pieces are represented in running text using the same symbols as are found in diagrams. While the symbols already encoded in Unicode are sufficient for use in the orthodox game, they are insufficient for many chess problems and variant games, which make use of extended sets. 1. Fairy chess problems The presentation of chess positions as puzzles to be solved predates the existence of the modern game, dating back to the mansūbāt composed for shatranj, the Muslim predecessor of chess. In modern chess problems, a position is provided along with a stipulation such as “white to move and mate in two”, and the solver is tasked with finding a move (called a “key”) that satisfies the stipulation regardless of a hypothetical opposing player’s moves in response. These solutions are given in the same notation as lines of play in over-the-board games: typically algebraic notation, using abbreviations for the names of pieces, or figurine algebraic notation. Problem composers have not limited themselves to the materials of the conventional game, but have experimented with different board sizes and geometries, altered rules, goals other than checkmate, and different pieces. Problems that diverge from the standard game comprise a genre called “fairy chess”. Thomas Rayner Dawson, known as the “father of fairy chess”, pop- ularized the genre in the early 20th century. -
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 ............................................................................................................ -
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. -
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. -
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. -
Chess Assistant 15 Is a Unique Tool for Managing Chess Games and Databases, Playing Chess Online, Analyzing Games, Or Playing Chess Against the Computer
Chess Assistant 15 is a unique tool for managing chess games and databases, playing chess online, analyzing games, or playing chess against the computer. The package includes the best chess engine – Houdini 4 UCI, Chess Opening Encyclopedia, a powerful search system, a unique Tree mode, databases of 6.2 million games in total (as of November 1, 2014), 1-year Premium Game Service (3000 new games each week by Internet), twelve months of free access (1-year membership) at ChessOK Playing Zone. Houdini 4 is the World’s strongest chess engine, capable of supporting up to 32 cores and 32 GB of hash. You can connect Houdini 4 UCI engine to ChessOK Aquarium, Fritz and ChessBase. Houdini 4 – The World Rating Lists Leader Chess Assistant 15 comes with the Houdini 4 chess engine. Houdini 4 leads most independent computer chess rating lists. No serious chess player can be without Houdini 4! Opening Studies – Stay Organized with Opening Tables Chess Opening Encyclopedia contains rich theoretical material on all openings. It contains over 8.000 annotations from GM Kalinin and 40 million evaluations by the strongest engines. The detailed key system for all openings can be edited to suit your needs. Opening Tables is a revolutionary way of creating, maintaining and studying your opening repertoire. Base your studies on the Opening Encyclopedia, customize it with your own moves and evaluations, enhance your favorite variations or create your own private opening repertoire. Working on your opening repertoire finally becomes the creative and enjoyable task it should be! Opening Test Mode allows you to test your knowledge and skills in openings. -
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