Playing Chess with Limited Look Ahead
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Development of Games for Users with Visual Impairment Czech Technical University in Prague Faculty of Electrical Engineering
Development of games for users with visual impairment Czech Technical University in Prague Faculty of Electrical Engineering Dina Chernova January 2017 Acknowledgement I would first like to thank Bc. Honza Had´aˇcekfor his valuable advice. I am also very grateful to my supervisor Ing. Daniel Nov´ak,Ph.D. and to all participants that were involved in testing of my application for their precious time. I must express my profound gratitude to my loved ones for their support and continuous encouragement throughout my years of study. This accomplishment would not have been possible without them. Thank you. 5 Declaration I declare that I have developed this thesis on my own and that I have stated all the information sources in accordance with the methodological guideline of adhering to ethical principles during the preparation of university theses. In Prague 09.01.2017 Author 6 Abstract This bachelor thesis deals with analysis and implementation of mobile application that allows visually impaired people to play chess on their smart phones. The application con- trol is performed using special gestures and text{to{speech engine as a sound accompanier. For human against computer game mode I have used currently the best game engine called Stockfish. The application is developed under Android mobile platform. Keywords: chess; visually impaired; Android; Bakal´aˇrsk´apr´acese zab´yv´aanal´yzoua implementac´ımobiln´ıaplikace, kter´aumoˇzˇnuje zrakovˇepostiˇzen´ymlidem hr´atˇsachy na sv´emsmartphonu. Ovl´ad´an´ıaplikace se prov´ad´ı pomoc´ıspeci´aln´ıch gest a text{to{speech enginu pro zvukov´edoprov´azen´ı.V reˇzimu ˇclovˇek versus poˇc´ıtaˇcjsem pouˇzilasouˇcasnˇenejlepˇs´ıhern´ıengine Stockfish. -
(2021), 2814-2819 Research Article Can Chess Ever Be Solved Na
Turkish Journal of Computer and Mathematics Education Vol.12 No.2 (2021), 2814-2819 Research Article Can Chess Ever Be Solved Naveen Kumar1, Bhayaa Sharma2 1,2Department of Mathematics, University Institute of Sciences, Chandigarh University, Gharuan, Mohali, Punjab-140413, India [email protected], [email protected] Article History: Received: 11 January 2021; Accepted: 27 February 2021; Published online: 5 April 2021 Abstract: Data Science and Artificial Intelligence have been all over the world lately,in almost every possible field be it finance,education,entertainment,healthcare,astronomy, astrology, and many more sports is no exception. With so much data, statistics, and analysis available in this particular field, when everything is being recorded it has become easier for team selectors, broadcasters, audience, sponsors, most importantly for players themselves to prepare against various opponents. Even the analysis has improved over the period of time with the evolvement of AI, not only analysis one can even predict the things with the insights available. This is not even restricted to this,nowadays players are trained in such a manner that they are capable of taking the most feasible and rational decisions in any given situation. Chess is one of those sports that depend on calculations, algorithms, analysis, decisions etc. Being said that whenever the analysis is involved, we have always improvised on the techniques. Algorithms are somethingwhich can be solved with the help of various software, does that imply that chess can be fully solved,in simple words does that mean that if both the players play the best moves respectively then the game must end in a draw or does that mean that white wins having the first move advantage. -
Download Source Engine for Pc Free Download Source Engine for Pc Free
download source engine for pc free Download source engine for pc free. Completing the CAPTCHA proves you are a human and gives you temporary access to the web property. What can I do to prevent this in the future? If you are on a personal connection, like at home, you can run an anti-virus scan on your device to make sure it is not infected with malware. If you are at an office or shared network, you can ask the network administrator to run a scan across the network looking for misconfigured or infected devices. Another way to prevent getting this page in the future is to use Privacy Pass. You may need to download version 2.0 now from the Chrome Web Store. Cloudflare Ray ID: 67a0b2f3bed7f14e • Your IP : 188.246.226.140 • Performance & security by Cloudflare. Download source engine for pc free. Completing the CAPTCHA proves you are a human and gives you temporary access to the web property. What can I do to prevent this in the future? If you are on a personal connection, like at home, you can run an anti-virus scan on your device to make sure it is not infected with malware. If you are at an office or shared network, you can ask the network administrator to run a scan across the network looking for misconfigured or infected devices. Another way to prevent getting this page in the future is to use Privacy Pass. You may need to download version 2.0 now from the Chrome Web Store. Cloudflare Ray ID: 67a0b2f3c99315dc • Your IP : 188.246.226.140 • Performance & security by Cloudflare. -
California State University, Northridge Implementing
CALIFORNIA STATE UNIVERSITY, NORTHRIDGE IMPLEMENTING GAME-TREE SEARCHING STRATEGIES TO THE GAME OF HASAMI SHOGI A graduate project submitted in partial fulfillment of the requirements for the degree of Master of Science in Computer Science By Pallavi Gulati December 2012 The graduate project of Pallavi Gulati is approved by: ______________________________ ______________________________ Peter N Gabrovsky, Ph.D Date ______________________________ ______________________________ John J Noga, Ph.D Date ______________________________ ______________________________ Richard J Lorentz, Ph.D, Chair Date California State University, Northridge ii ACKNOWLEDGEMENTS I would like to acknowledge the guidance provided by and the immense patience of Prof. Richard Lorentz throughout this project. His continued help and advice made it possible for me to successfully complete this project. iii TABLE OF CONTENTS SIGNATURE PAGE .......................................................................................................ii ACKNOWLEDGEMENTS ........................................................................................... iii LIST OF TABLES .......................................................................................................... v LIST OF FIGURES ........................................................................................................ vi 1 INTRODUCTION.................................................................................................... 1 1.1 The Game of Hasami Shogi .............................................................................. -
The SSDF Chess Engine Rating List, 2019-02
The SSDF Chess Engine Rating List, 2019-02 Article Accepted Version The SSDF report Sandin, L. and Haworth, G. (2019) The SSDF Chess Engine Rating List, 2019-02. ICGA Journal, 41 (2). 113. ISSN 1389- 6911 doi: https://doi.org/10.3233/ICG-190107 Available at http://centaur.reading.ac.uk/82675/ 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://doi.org/10.3233/ICG-190085 To link to this article DOI: http://dx.doi.org/10.3233/ICG-190107 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 THE SSDF RATING LIST 2019-02-28 148673 games played by 377 computers Rating + - Games Won Oppo ------ --- --- ----- --- ---- 1 Stockfish 9 x64 1800X 3.6 GHz 3494 32 -30 642 74% 3308 2 Komodo 12.3 x64 1800X 3.6 GHz 3456 30 -28 640 68% 3321 3 Stockfish 9 x64 Q6600 2.4 GHz 3446 50 -48 200 57% 3396 4 Stockfish 8 x64 1800X 3.6 GHz 3432 26 -24 1059 77% 3217 5 Stockfish 8 x64 Q6600 2.4 GHz 3418 38 -35 440 72% 3251 6 Komodo 11.01 x64 1800X 3.6 GHz 3397 23 -22 1134 72% 3229 7 Deep Shredder 13 x64 1800X 3.6 GHz 3360 25 -24 830 66% 3246 8 Booot 6.3.1 x64 1800X 3.6 GHz 3352 29 -29 560 54% 3319 9 Komodo 9.1 -
Finding Checkmate in N Moves in Chess Using Backtracking And
Finding Checkmate in N moves in Chess using Backtracking and Depth Limited Search Algorithm Moch. Nafkhan Alzamzami 13518132 Informatics Engineering School of Electrical Engineering and Informatics Institute Technology of Bandung, Jalan Ganesha 10 Bandung [email protected] [email protected] Abstract—There have been many checkmate potentials that has pieces of a dark color. There are rules about how pieces players seem to miss. Players have been training for finding move, and about taking the opponent's pieces off the board. checkmates through chess checkmate puzzles. Such problems can The player with white pieces always makes the first move.[4] be solved using a simple depth-limited search and backtracking Because of this, White has a small advantage, and wins more algorithm with legal moves as the searching paths. often than Black in tournament games.[5][6] Keywords—chess; checkmate; depth-limited search; Chess is played on a square board divided into eight rows backtracking; graph; of squares called ranks and eight columns called files, with a dark square in each player's lower left corner.[8] This is I. INTRODUCTION altogether 64 squares. The colors of the squares are laid out in There have been many checkmate potentials that players a checker (chequer) pattern in light and dark squares. To make seem to miss. Players have been training for finding speaking and writing about chess easy, each square has a checkmates through chess checkmate puzzles. Such problems name. Each rank has a number from 1 to 8, and each file a can be solved using a simple depth-limited search and letter from a to h. -
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. -
The TCEC19 Computer Chess Superfinal: a Perspective
The TCEC19 Computer Chess Superfinal: a Perspective GM Matthew Sadler1 London, UK 1 THE TCEC19 PREMIER DIVISION Season 19’s Premier Division was a gathering of the usual suspects but one participant was not quite what it seemed! STOCKFISH – mighty in Season 18 – had become STOCKFISH NNUE and there was great anticipation of what the added self-learning component to STOCKFISH’s evaluation would mean for STOCKFISH’s strength. In my own engine matches (on much weaker hardware and faster time controls) played from many types of positions, STOCKFISH NNUE had looked extremely impressive against ‘old-fashioned’ STOCKFISH CLASSICAL. Most surprising to me was that STOCKFISH NNUE defended even better than STOCKFISH CLASSICAL which is not a particular strength of self-learning systems. I just wondered whether at long time controls making STOCKFISH ‘think like an NN’ would blunt the destructive power that makes it so formidable. I also had high hopes for ALLIESTEIN which had performed so impressively in the end-of-season-18 bonus competitions. As it turned out, DivP also had a familiar outcome as STOCKFISH – after a slow start – and a resurgent LEELA forged ahead and dominated the race for the SuperFinal spots. LEELA kept pace for quite a while but a loss to STOCKFISH and a late STOCKFISH surge created a clear gap between first and second. ALLIESTEIN finished a disappointing third, playing solidly but without sparkle. STOOFVLEES did what only it can do, mixing fine games with mini-disasters! The relegation battle was intense with four engines – KOMODO, SCORPIONN, FIRE AND ETHEREAL - in constant danger. -
Algorithmic Progress in Six Domains
MIRI MACHINE INTELLIGENCE RESEARCH INSTITUTE Algorithmic Progress in Six Domains Katja Grace MIRI Visiting Fellow Abstract We examine evidence of progress in six areas of algorithms research, with an eye to understanding likely algorithmic trajectories after the advent of artificial general intelli- gence. Many of these areas appear to experience fast improvement, though the data are often noisy. For tasks in these areas, gains from algorithmic progress have been roughly fifty to one hundred percent as large as those from hardware progress. Improvements tend to be incremental, forming a relatively smooth curve on the scale of years. Grace, Katja. 2013. Algorithmic Progress in Six Domains. Technical report 2013-3. Berkeley, CA: Machine Intelligence Research Institute. Last modified December 9, 2013. Contents 1 Introduction 1 2 Summary 2 3 A Few General Points 3 3.1 On Measures of Progress . 3 3.2 Inputs and Outputs . 3 3.3 On Selection . 4 4 Boolean Satisfiability (SAT) 5 4.1 SAT Solving Competition . 5 4.1.1 Industrial and Handcrafted SAT Instances . 6 Speedup Distribution . 6 Two-Year Improvements . 8 Difficulty and Progress . 9 4.1.2 Random SAT Instances . 11 Overall Picture . 11 Speedups for Individual Problem Types . 11 Two-Year Improvements . 11 Difficulty and Progress . 14 4.2 João Marques-Silva’s Records . 14 5 Game Playing 17 5.1 Chess . 17 5.1.1 The Effect of Hardware . 17 5.1.2 Computer Chess Ratings List (CCRL) . 18 5.1.3 Swedish Chess Computer Association (SSDF) Ratings . 19 Archived Versions . 19 Wikipedia Records . 20 SSDF via ChessBase 2003 . 20 5.1.4 Chess Engine Grand Tournament (CEGT) Records . -
Chesstempo User Guide Table of Contents
ChessTempo User Guide Table of Contents 1. Introduction. 1 1.1. The Chesstempo Board . 1 1.1.1. Piece Movement . 1 1.1.2. Navigation Buttons . 1 1.1.3. Board actions menu . 2 1.1.4. Board Settings . 2 1.2. Other Buttons. 4 1.3. Play Position vs Computer Button . 5 2. Tactics Training . 6 2.1. Blitz/Standard/Mixed . 6 2.1.1. Blitz Mode . 6 2.1.2. Standard Mode. 6 2.1.3. Mixed Mode . 6 2.2. Alternatives . 7 2.3. Rating System . 7 2.3.1. Standard Rating. 7 2.3.2. Blitz Rating . 8 2.3.3. Duplicate Problem Rating Adjustment. 8 2.4. Screen Controls . 9 2.5. Tactics session panel . 9 3. Endgame Training . 11 3.1. Benchmark Mode . 11 3.2. Theory Mode . 11 3.3. Practice Mode . 11 3.4. Rating System . 12 3.5. Endgame Played Move List . 13 3.6. Endgame Legal Move List. 13 3.7. Endgame Blitz Mode . 14 3.8. Play Best . 14 4. Chess Database . 16 4.1. Opening Explorer . 16 4.1.1. Candidate Move Stats. 16 4.1.2. White Win/Draw/Black Win Percentages . 17 4.1.3. Filtering/Searching and the Opening Explorer . 17 4.1.4. Explorer Stats Options . 18 4.1.5. Related Openings . 18 4.2. Game Search . 18 4.2.1. Results List . 18 4.2.2. Quick Search . 19 4.2.3. Advanced Search. 20 4.3. Games for Position . 24 4.4. Players List . 25 4.4.1. Player Search . 25 4.4.2. -
A Proposed Heuristic for a Computer Chess Program
A Proposed Heuristic for a Computer Chess Program copyright (c) 2013 John L. Jerz [email protected] Fairfax, Virginia Independent Scholar MS Systems Engineering, Virginia Tech, 2000 MS Electrical Engineering, Virginia Tech, 1995 BS Electrical Engineering, Virginia Tech, 1988 December 31, 2013 Abstract How might we manage the attention of a computer chess program in order to play a stronger positional game of chess? A new heuristic is proposed, based in part on the Weick organizing model. We evaluate the 'health' of a game position from a Systems perspective, using a dynamic model of the interaction of the pieces. The identification and management of stressors and the construction of resilient positions allow effective postponements for less-promising game continuations due to the perceived presence of adaptive capacity and sustainable development. We calculate and maintain a database of potential mobility for each chess piece 3 moves into the future, for each position we evaluate. We determine the likely restrictions placed on the future mobility of the pieces based on the attack paths of the lower-valued enemy pieces. Knowledge is derived from Foucault's and Znosko-Borovsky's conceptions of dynamic power relations. We develop coherent strategic scenarios based on guidance obtained from the vital Vickers/Bossel/Max- Neef diagnostic indicators. Archer's pragmatic 'internal conversation' provides the mechanism for our artificially intelligent thought process. Initial but incomplete results are presented. keywords: complexity, chess, game -
The Analytical Thinking Process a Practical Thinking Guide for Developing Chess Players
The Analytical Thinking Process A Practical Thinking Guide For Developing Chess Players Learn the powerful thinking methods that will help you find good moves consistently. by Louis Holtzhausen Chess is about finding good moves. To that end, The Analytical Thinking Process is based on the premise that a good move is a move that makes progress towards your objectives and/or prevents your opponent from achieving the same. The Analytical Thinking Process will introduce you to highly efficient and effective thinking methods that help you achieve your objectives by means of 3 important processes: 1. Evaluation 2. Planning (Strategy) 3. Calculation Evaluation is the process whereby you compare the progress you’ve made towards your objectives to the progress your opponent has made in the same. The evaluation process will also help you understand the need of the position and help you find plausible candidate moves. Planning is the process whereby you identify a relevant strategy based on the needs of the position. An effective planning process relies on the evaluation method to gather important information about the position. At the same time you will rely on your calculation skill to verify whether your idea is tactically safe. Calculation is the process whereby you foresee all the critical variations and tactics that exist in the current position, as well as variations that will be possible as a result of the candidate move/s you are considering. The 3 Aspects of an Effective Chess Thinking Process Evaluation >> Strategy (Planning) << Calculation Use the 5-step evaluation method to Identify a relevant strategy based Use the 5-step calculation method to evaluate the position: on the stage of the game and the check all the tactics in the position: need of the position: 1.