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Virginia Chess Federation 2010 - #4
VIRGINIA CHESS Newsletter The bimonthly publication of the Virginia Chess Federation 2010 - #4 -------- Inside... / + + + +\ Charlottesville Open /+ + + + \ Virginia Senior Championship / N L O O\ Tim Rogalski - King of the Open Sicilian 2010 State Championship announcement/+p+pO Op\ and more, including... / Pk+p+p+\ Larry Larkins revisits/+ + +p+ \ the Yeager-Perelshteyn ending/ + + + +\ /+ + + + \ ________ VIRGINIA CHESS Newsletter 2010 - Issue #4 Editor: Circulation: Macon Shibut Ernie Schlich 8234 Citadel Place 1370 South Braden Crescent Vienna VA 22180 Norfolk VA 23502 [email protected] [email protected] k w r Virginia Chess is published six times per year by the Virginia Chess Federation. Membership benefits (dues: $10/yr adult; $5/yr junior under 18) include a subscription to Virginia Chess. Send material for publication to the editor. Send dues, address changes, etc to Circulation. The Virginia Chess Federation (VCF) is a non-profit organization for the use of its members. Dues for regular adult membership are $10/yr. Junior memberships are $5/yr. President: Mike Hoffpauir, 405 Hounds Chase, Yorktown VA 23693, mhoffpauir@ aol.com Treasurer: Ernie Schlich, 1370 South Braden Crescent, Norfolk VA 23502, [email protected] Secretary: Helen Hinshaw, 3430 Musket Dr, Midlothian VA 23113, [email protected] Tournaments: Mike Atkins, PO Box 6138, Alexandria VA, [email protected] Scholastics Coordinator: Mike Hoffpauir, 405 Hounds Chase, Yorktown VA 23693, [email protected] VCF Inc Directors: Helen Hinshaw (Chairman), Rob Getty, John Farrell, Mike Hoffpauir, Ernie Schlich. otjnwlkqbhrp 2010 - #4 1 otjnwlkqbhrp Charlottesville Open by David Long INTERNATIONAL MASTER OLADAPO ADU overpowered a field of 54 Iplayers to win the Charlottesville Open over the July 10-11 weekend. -
1999/6 Layout
Virginia Chess Newsletter 1999 - #6 1 The Chesapeake Challenge Cup is a rotating club team trophy that grew out of an informal rivalry between two Maryland clubs a couple years ago. Since Chesapeake then the competition has opened up and the Arlington Chess Club captured the cup from the Fort Meade Chess Armory on October 15, 1999, defeating the 1 1 Challenge Cup erstwhile cup holders 6 ⁄2-5 ⁄2. The format for the Chesapeake Cup is still evolving but in principle the idea is that a defense should occur about once every six months, and any team from the “Chesapeake Bay drainage basin” is eligible to issue a challenge. “Choosing the challenger is a rather informal process,” explained Kurt Eschbach, one of the Chesapeake Cup's founding fathers. “Whoever speaks up first with a credible bid gets to challenge, except that we will give preference to a club that has never played for the Cup over one that has already played.” To further encourage broad participation, the match format calls for each team to field players of varying strength. The basic formula stipulates a 12-board match between teams composed of two Masters (no limit), two Expert, and two each from classes A, B, C & D. The defending team hosts the match and plays White on odd-numbered boards. It is possible that a particular challenge could include additional type boards (juniors, seniors, women, etc) by mutual agreement between the clubs. Clubs interested in coming to Arlington around April, 2000 to try to wrest away the Chesapeake Cup should call Dan Fuson at (703) 532-0192 or write him at 2834 Rosemary Ln, Falls Church VA 22042. -
100 Years of Shannon: Chess, Computing and Botvinik Iryna Andriyanova
100 Years of Shannon: Chess, Computing and Botvinik Iryna Andriyanova To cite this version: Iryna Andriyanova. 100 Years of Shannon: Chess, Computing and Botvinik. Doctoral. United States. 2016. cel-01709767 HAL Id: cel-01709767 https://hal.archives-ouvertes.fr/cel-01709767 Submitted on 15 Feb 2018 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. CLAUDE E. SHANNON 1916—2001 • 1936 : Bachelor in EE and Mathematics from U.Michigan • 1937 : Master in EE from MIT • 1940 : PhD in EE from MIT • 1940 : Research fellow at Princeton • 1940-1956 : Researcher at Bell Labs • 1948 : “A Mathematical Theory of Communication”, Bell System Technical Journal • 1956-1978 : Professor at MIT 100 YEARS OF SHANNON SHANNON, BOTVINNIK AND COMPUTER CHESS Iryna Andriyanova ETIS Lab, UMR 8051, ENSEA/Université de Cergy-Pontoise/CNRS 54TH ALLERTON CONFERENCE SHORT HISTORY OF CHESS/COMPUTER CHESS CHESS AND COMPUTER CHESS TWO PARALLELS W. Steinitz M. Botvinnik A. Karpov 1886 1894 1921 1948 1963 1975 1985 2006* E. Lasker G. Kasparov W. Steinitz: simplicity and rationality E. Lasker: more risky play M. Botvinnik: complicated, very original positions A. Karpov, G. Kasparov: Botvinnik’s school CHESS AND COMPUTER CHESS TWO PARALLELS W. -
Preparation of Papers for R-ICT 2007
Chess Puzzle Mate in N-Moves Solver with Branch and Bound Algorithm Ryan Ignatius Hadiwijaya / 13511070 Program Studi Teknik Informatika Sekolah Teknik Elektro dan Informatika Institut Teknologi Bandung, Jl. Ganesha 10 Bandung 40132, Indonesia [email protected] Abstract—Chess is popular game played by many people 1. Any player checkmate the opponent. If this occur, in the world. Aside from the normal chess game, there is a then that player will win and the opponent will special board configuration that made chess puzzle. Chess lose. puzzle has special objective, and one of that objective is to 2. Any player resign / give up. If this occur, then that checkmate the opponent within specifically number of moves. To solve that kind of chess puzzle, branch and bound player is lose. algorithm can be used for choosing moves to checkmate the 3. Draw. Draw occur on any of the following case : opponent. With good heuristics, the algorithm will solve a. Stalemate. Stalemate occur when player doesn‟t chess puzzle effectively and efficiently. have any legal moves in his/her turn and his/her king isn‟t in checked. Index Terms—branch and bound, chess, problem solving, b. Both players agree to draw. puzzle. c. There are not enough pieces on the board to force a checkmate. d. Exact same position is repeated 3 times I. INTRODUCTION e. Fifty consecutive moves with neither player has Chess is a board game played between two players on moved a pawn or captured a piece. opposite sides of board containing 64 squares of alternating colors. -
Multilinear Algebra and Chess Endgames
Games of No Chance MSRI Publications Volume 29, 1996 Multilinear Algebra and Chess Endgames LEWIS STILLER Abstract. This article has three chief aims: (1) To show the wide utility of multilinear algebraic formalism for high-performance computing. (2) To describe an application of this formalism in the analysis of chess endgames, and results obtained thereby that would have been impossible to compute using earlier techniques, including a win requiring a record 243 moves. (3) To contribute to the study of the history of chess endgames, by focusing on the work of Friedrich Amelung (in particular his apparently lost analysis of certain six-piece endgames) and that of Theodor Molien, one of the founders of modern group representation theory and the first person to have systematically numerically analyzed a pawnless endgame. 1. Introduction Parallel and vector architectures can achieve high peak bandwidth, but it can be difficult for the programmer to design algorithms that exploit this bandwidth efficiently. Application performance can depend heavily on unique architecture features that complicate the design of portable code [Szymanski et al. 1994; Stone 1993]. The work reported here is part of a project to explore the extent to which the techniques of multilinear algebra can be used to simplify the design of high- performance parallel and vector algorithms [Johnson et al. 1991]. The approach is this: Define a set of fixed, structured matrices that encode architectural primitives • of the machine, in the sense that left-multiplication of a vector by this matrix is efficient on the target architecture. Formulate the application problem as a matrix multiplication. -
Intelligence Without Reason
Intelligence Without Reason Rodney A. Brooks MIT Artificial Intelligence Lab 545 Technology Square Cambridge, MA 02139, USA Abstract certain modus operandi over the years, which includes a particular set of conventions on how the inputs and out- Computers and Thought are the two categories puts to thought and reasoning are to be handled (e.g., that together define Artificial Intelligence as a the subfield of knowledge representation), and the sorts discipline. It is generally accepted that work in of things that thought and reasoning do (e.g,, planning, Artificial Intelligence over the last thirty years problem solving, etc.). 1 will argue that these conven has had a strong influence on aspects of com- tions cannot account for large aspects of what goes into puter architectures. In this paper we also make intelligence. Furthermore, without those aspects the va the converse claim; that the state of computer lidity of the traditional Artificial Intelligence approaches architecture has been a strong influence on our comes into question. I will also argue that much of the models of thought. The Von Neumann model of landmark work on thought has been influenced by the computation has lead Artificial Intelligence in technological constraints of the available computers, and particular directions. Intelligence in biological thereafter these consequences have often mistakenly be systems is completely different. Recent work in come enshrined as principles, long after the original im behavior-based Artificial Intelligence has pro petus has disappeared. duced new models of intelligence that are much closer in spirit to biological systems. The non- From an evolutionary stance, human level intelligence Von Neumann computational models they use did not suddenly leap onto the scene. -
Virginia Chess Federation 2008 - #6
VIRGINIA CHESS Newsletter The bimonthly publication of the Virginia Chess Federation 2008 - #6 Grandmaster Larry Kaufman See page 1 VIRGINIA CHESS Newsletter 2008 - Issue #6 Editor: Circulation: Macon Shibut Ernie Schlich 8234 Citadel Place 1370 South Braden Crescent Vienna VA 22180 Norfolk VA 23502 [email protected] [email protected] k w r Virginia Chess is published six times per year by the Virginia Chess Federation. Membership benefits (dues: $10/yr adult; $5/yr junior under 18) include a subscription to Virginia Chess. Send material for publication to the editor. Send dues, address changes, etc to Circulation. The Virginia Chess Federation (VCF) is a non-profit organization for the use of its members. Dues for regular adult membership are $10/yr. Junior memberships are $5/yr. President: Mike Hoffpauir, 405 Hounds Chase, Yorktown VA 23693, mhoffpauir@ aol.com Treasurer: Ernie Schlich, 1370 South Braden Crescent, Norfolk VA 23502, [email protected] Secretary: Helen Hinshaw, 3430 Musket Dr, Midlothian VA 23113, jallenhinshaw@comcast. net Scholastics Coordinator: Mike Hoffpauir, 405 Hounds Chase, Yorktown VA 23693, [email protected] VCF Inc. Directors: Helen Hinshaw (Chairman), Rob Getty, John Farrell, Mike Hoffpauir, Ernie Schlich. otjnwlkqbhrp 2008 - #6 1 otjnwlkqbhrp Larry Kaufman, of Maryland, is a familiar face at Virginia tournaments. Among others he won the Virginia Open in 1969, 1998, 2000, 2006 and 2007! Recently Larry achieved a lifelong goal by attaining the title of International Grandmaster, and agreed to tell VIRGINIA CHESS readers how it happened. -ed World Senior Chess Championship by Larry Kaufman URING THE LAST FIVE YEARS OR SO, whenever someone asked me Dif I still hoped to become a GM, I would reply something like this: “I’m too old now to try to do it the normal way, but perhaps when I reach 60 I will try to win the World Senior, which carries an automatic GM title. -
OFFLINE GAMING VS CLOUD GAMING (ONLINE GAMING) Mr
ISSN: 0974-3308, VOL. 11, NO. 2 DECEMBER 2018 @ SRIMCA 99 OFFLINE GAMING VS CLOUD GAMING (ONLINE GAMING) Mr. Amit Khatri Abstract—Games has always been a major source of entertainment in every generation and so exiting their history is, because it has various factor involved like Video Games Industry and various generations of video games. Due to improvements in graphics, a revolution has occurred in computer games. Storage for Video Games has always been a problem whether it is a Gaming Console or a PC but has been resolved generation by generation. Games also attracted the uninterested audience. Offline Gaming has been very popular for a year but has various drawbacks. Cloud Gaming is the resolution against Offline Gaming. This paper talks about how Cloud Gaming is taking place of Offline Gaming with much powerful hardware systems and processes. Keywords—Gaming, Cloud Gaming, Gaming PC, Gaming Console, Video Games. I. GAMING AND ITS HISTORY Computerized game playing, whether it is over a personal computer, mobile phone or a video game console can be referred to as Gaming. An individual who plays video games is recognized as a gamer [1]. In every generation of technology evolution, graphics of the game have been improved. When we think the history of video games we usually think of games like Tic- tac-toe, Tetris, Pacman, pong and many more but now these games use graphics seems like reality. In the 1950s, People can’t think of playing card games such as Solitaire, Blackjack, Hearts, Spider Solitaire and so on, on tv or computer but now the stage has reached more ahead from that [1]. -
Should Chess Players Learn Computer Security?
1 Should Chess Players Learn Computer Security? Gildas Avoine, Cedric´ Lauradoux, Rolando Trujillo-Rasua F Abstract—The main concern of chess referees is to prevent are indeed playing against each other, instead of players from biasing the outcome of the game by either collud- playing against a little girl as one’s would expect. ing or receiving external advice. Preventing third parties from Conway’s work on the chess grandmaster prob- interfering in a game is challenging given that communication lem was pursued and extended to authentication technologies are steadily improved and miniaturized. Chess protocols by Desmedt, Goutier and Bengio [3] in or- actually faces similar threats to those already encountered in der to break the Feige-Fiat-Shamir protocol [4]. The computer security. We describe chess frauds and link them to their analogues in the digital world. Based on these transpo- attack was called mafia fraud, as a reference to the sitions, we advocate for a set of countermeasures to enforce famous Shamir’s claim: “I can go to a mafia-owned fairness in chess. store a million times and they will not be able to misrepresent themselves as me.” Desmedt et al. Index Terms—Security, Chess, Fraud. proved that Shamir was wrong via a simple appli- cation of Conway’s chess grandmaster problem to authentication protocols. Since then, this attack has 1 INTRODUCTION been used in various domains such as contactless Chess still fascinates generations of computer sci- credit cards, electronic passports, vehicle keyless entists. Many great researchers such as John von remote systems, and wireless sensor networks. -
Alan Turing's Automatic Computing Engine
5 Turing and the computer B. Jack Copeland and Diane Proudfoot The Turing machine In his first major publication, ‘On computable numbers, with an application to the Entscheidungsproblem’ (1936), Turing introduced his abstract Turing machines.1 (Turing referred to these simply as ‘computing machines’— the American logician Alonzo Church dubbed them ‘Turing machines’.2) ‘On Computable Numbers’ pioneered the idea essential to the modern computer—the concept of controlling a computing machine’s operations by means of a program of coded instructions stored in the machine’s memory. This work had a profound influence on the development in the 1940s of the electronic stored-program digital computer—an influence often neglected or denied by historians of the computer. A Turing machine is an abstract conceptual model. It consists of a scanner and a limitless memory-tape. The tape is divided into squares, each of which may be blank or may bear a single symbol (‘0’or‘1’, for example, or some other symbol taken from a finite alphabet). The scanner moves back and forth through the memory, examining one square at a time (the ‘scanned square’). It reads the symbols on the tape and writes further symbols. The tape is both the memory and the vehicle for input and output. The tape may also contain a program of instructions. (Although the tape itself is limitless—Turing’s aim was to show that there are tasks that Turing machines cannot perform, even given unlimited working memory and unlimited time—any input inscribed on the tape must consist of a finite number of symbols.) A Turing machine has a small repertoire of basic operations: move left one square, move right one square, print, and change state. -
Chapter 15, New Pieces
Chapter 15 New pieces (2) : Pieces with limited range [This chapter covers pieces whose range of movement is limited, in the same way that the moves of the king and knight are limited in orthochess.] 15.1 Pieces which can move only one square [The only such piece in orthochess is the king, but the ‘wazir’ (one square orthogonally in any direction), ‘fers’ or ‘firzan’ (one square diagonally in any direction), ‘gold general’ (as wazir and also one square diagonally forward), and ‘silver general’ (as fers and also one square orthogonally forward), have been widely used and will be found in many of the games in the chapters devoted to historical and regional versions of chess. Some other flavours will be found below. In general, games which involve both a one-square mover and ‘something more powerful’ will be found in the section devoted to ‘something more powerful’, but the two later developments of ‘Le Jeu de la Guerre’ are included in this first section for convenience. One-square movers are slow and may seem to be weak, but even the lowly fers can be a potent attacking weapon. ‘Knight for two pawns’ is rarely a good swap, but ‘fers for two pawns’ is a different matter, and a sound tactic, when unobservant defence permits it, is to use the piece with a fers move to smash a hole in the enemy pawn structure so that other men can pour through. In xiangqi (Chinese chess) this piece is confined to a defensive role by the rules of the game, but to restrict it to such a role in other forms of chess may well be a losing strategy.] Le Jeu de la Guerre [M.M.] (‘M.M.’, ranks 1/11, CaHDCuGCaGCuDHCa on ranks perhaps J. -
Introduction to Gaming
IWKS 2300 Fall 2019 A (redacted) History of Computer Gaming John K. Bennett How many hours per week do you spend gaming? A: None B: Less than 5 C: 5 – 15 D: 15 – 30 E: More than 30 What has been the driving force behind almost all innovations in computer design in the last 50 years? A: defense & military B: health care C: commerce & banking D: gaming Games have been around for a long time… Senet, circa 3100 B.C. 麻將 (mahjong, ma-jiang), ~500 B.C. What is a “Digital Game”? • “a software program in which one or more players make decisions through the control of the game objects and resources in pursuit of a goal” (Dignan, 2010) 1.Goal 2.Rules 3.Feedback loop (extrinsic / intrinsic motivation) 4.Voluntary Participation McGonigal, J. (2011). Reality is Broken: Why Games Make Us Better and How They Can Change the World. Penguin Press Early Computer Games Alan Turning & Claude Shannon Early Chess-Playing Programs • In 1948, Turing and David Champernowne wrote “Turochamp”, a paper design of a chess-playing computer program. No computer of that era was powerful enough to host Turochamp. • In 1950, Shannon published a paper on computer chess entitled “Programming a Computer for Playing Chess”*. The same algorithm has also been used to play blackjack and the stock market (with considerable success). *Programming a Computer for Playing Chess Philosophical Magazine, Ser.7, Vol. 41, No. 314 - March 1950. OXO – Noughts and Crosses • PhD work of A.S. Douglas in 1952, University of Cambridge, UK • Tic-Tac-Toe game on EDSAC computer • Player used dial