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Deep Fritz 11 Rating
Deep fritz 11 rating CCRL 40/4 main list: Fritz 11 has no rank with rating of Elo points (+9 -9), Deep Shredder 12 bit (+=18) + 0 = = 0 = 1 0 1 = = = 0 0 = 0 = = 1 = = 1 = = 0 = = 0 1 0 = 0 1 = = 1 1 = – Deep Sjeng WC bit 4CPU, , +12 −13, (−65), 24 − 13 (+13−2=22). %. This is one of the 15 Fritz versions we tested: Compare them! . − – Deep Sjeng bit, , +22 −22, (−15), 19 − 15 (+13−9=12). % / Complete rating list. CCRL 40/40 Rating List — All engines (Quote). Ponder off Deep Fritz 11 4CPU, , +29, −29, %, −, %, %. Second on the list is Deep Fritz 11 on the same hardware, points below The rating list is compiled by a Swedish group on the basis of. Fritz is a German chess program developed by Vasik Rajlich and published by ChessBase. Deep Fritz 11 is eighth on the same list, with a rating of Overall the answer for what to get is depending on the rating Since I don't have Rybka and I do have Deep Fritz 11, I'll vote for game vs Fritz using Opening or a position? - Chess. Find helpful customer reviews and review ratings for Fritz 11 Chess Playing Software for PC at There are some algorithms, from Deep fritz I have a small Engine Match database and use the Fritz 11 Rating Feature. Could somebody please explain the logic behind the algorithm? Chess games of Deep Fritz (Computer), career statistics, famous victories, opening repertoire, PGN download, Feb Version, Cores, Rating, Rank. DEEP Rybka playing against Fritz 11 SE using Chessbase We expect, that not only the rating figures, but also the number of games and the 27, Deep Fritz 11 2GB Q 2,4 GHz, , 18, , , 62%, Deep Fritz. -
A New Look at the Tayler by David Kane
A New Look at the Tayler by David kane I: Introduction The Tayler Variation (aka the Tayler Opening) is a line that has been unjustly neglected, in my view. The line is of surprisingly recent vintage though it is often confused with the Inverted Hungarian (or Inverted Hanham Defense), a line which shares the same opening moves: 1. e4 e5 2. Nf3 Nc6 3. Be2: The Inverted Hungarian is an old opening, dating back to the 1860ʼs, at least. Tartakower played it a few times in the 1920ʼs with mixed results, using the continuation, 3...Nf6 4. d3: a rather unenterprising setup for White. In 1981 British player, John Tayler (see biographical note), published an article in the British publication Chess (vol. 46) on a line he had developed stemming from the sharp 4. d4!?. This is a move which apparently no one had thought to play before, and one that transforms the sedate Inverted Hungarian into something else altogether. Technically, it is really the Tayler Variation to the Inverted Hungarian Defense rather than the Tayler Opening, though through usage, the terms are interchangeable for all practical purposes. As has been so often the case when it comes to unorthodox lines, I first heard of this opening via Mike Basman when he published a cassette on it back in the early 80ʼs (still available through audiochess.com). Tayler 2 The line stirred some interest at the time but gradually seems to have been forgotten. The final nail in the coffin was probably some light analysis published by Eric Schiller in Gambit Chess Openings (and elsewhere) where he dismisses the line primarily due to his loss in the game Schiller-Martinovsky, Chicago 1986. -
Draft – Not for Circulation
A Gross Miscarriage of Justice in Computer Chess by Dr. Søren Riis Introduction In June 2011 it was widely reported in the global media that the International Computer Games Association (ICGA) had found chess programmer International Master Vasik Rajlich in breach of the ICGA‟s annual World Computer Chess Championship (WCCC) tournament rule related to program originality. In the ICGA‟s accompanying report it was asserted that Rajlich‟s chess program Rybka contained “plagiarized” code from Fruit, a program authored by Fabien Letouzey of France. Some of the headlines reporting the charges and ruling in the media were “Computer Chess Champion Caught Injecting Performance-Enhancing Code”, “Computer Chess Reels from Biggest Sporting Scandal Since Ben Johnson” and “Czech Mate, Mr. Cheat”, accompanied by a photo of Rajlich and his wife at their wedding. In response, Rajlich claimed complete innocence and made it clear that he found the ICGA‟s investigatory process and conclusions to be biased and unprofessional, and the charges baseless and unworthy. He refused to be drawn into a protracted dispute with his accusers or mount a comprehensive defense. This article re-examines the case. With the support of an extensive technical report by Ed Schröder, author of chess program Rebel (World Computer Chess champion in 1991 and 1992) as well as support in the form of unpublished notes from chess programmer Sven Schüle, I argue that the ICGA‟s findings were misleading and its ruling lacked any sense of proportion. The purpose of this paper is to defend the reputation of Vasik Rajlich, whose innovative and influential program Rybka was in the vanguard of a mid-decade paradigm change within the computer chess community. -
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 ............................................................................................................ -
March 2020 Uschess.Org the United States’ Largest Chess Specialty Retailer
March 2020 USChess.org The United States’ Largest Chess Specialty Retailer 888.51.CHESS (512.4377) www.USCFSales.com ƩĂĐŬŝŶŐǁŝƚŚŐϮͲŐϰ The 100 Endgames You Must Know Workbook The Modern Way to Get the Upper Hand in Chess WƌĂĐƟĐĂůŶĚŐĂŵĞƐdžĞƌĐŝƐĞƐĨŽƌǀĞƌLJŚĞƐƐWůĂLJĞƌ Dmitry Kryavkin 288 pages - $24.95 Jesus de la Villa 288 pages - $24.95 dŚĞƉĂǁŶƚŚƌƵƐƚŐϮͲŐϰŝƐĂƉĞƌĨĞĐƚǁĂLJƚŽĐŽŶĨƵƐĞLJŽƵƌ ͞/ůŽǀĞƚŚŝƐŬ͊/ŶŽƌĚĞƌƚŽŵĂƐƚĞƌĞŶĚŐĂŵĞƉƌŝŶĐŝƉůĞƐLJŽƵ ŽƉƉŽŶĞŶƚƐĂŶĚĚŝƐƌƵƉƚƚŚĞŝƌƉŽƐŝƟŽŶ͘tŝƚŚůŽƚƐŽĨŝŶƐƚƌƵĐƟǀĞ ǁŝůůŶĞĞĚƚŽƉƌĂĐƟĐĞƚŚĞŵ͘͟ʹNM Han Schut, Chess.com ĞdžĂŵƉůĞƐ'D<ƌLJĂŬǀŝŶƐŚŽǁƐŚŽǁŝƚĐĂŶďĞƵƐĞĚƚŽĚĞĨĞĂƚ ͞dŚĞƉĞƌĨĞĐƚƐƵƉƉůĞŵĞŶƚƚŽĞůĂsŝůůĂ͛ƐŵĂŶƵĂů͘dŽŐĂŝŶ ůĂĐŬŝŶƚŚĞƵƚĐŚ͕ƚŚĞYƵĞĞŶ͛Ɛ'Ăŵďŝƚ͕ƚŚĞEŝŵnjŽͲ/ŶĚŝĂŶ͕ ƐƵĸĐŝĞŶƚŬŶŽǁůĞĚŐĞŽĨƚŚĞŽƌĞƟĐĂůĞŶĚŐĂŵĞƐLJŽƵƌĞĂůůLJŽŶůLJ ƚŚĞ<ŝŶŐ͛Ɛ/ŶĚŝĂŶ͕ƚŚĞ^ůĂǀĂŶĚƚŚĞŶŐůŝƐŚKƉĞŶŝŶŐ͘>ĞĂƌŶ ŶĞĞĚƚǁŽďŽŽŬƐ͘͟ʹIM Herman Grooten, Schaaksite NEW! ƚŚĞƚLJƉŝĐĂůǁĂLJƐƚŽŐĂŝŶƚĞŵƉŝ͕ŬĞĞƉƚŚĞŵŽŵĞŶƚƵŵĂŶĚ ŵĂdžŝŵŝnjĞLJŽƵƌŽƉƉŽŶĞŶƚ͛ƐƉƌŽďůĞŵƐ͘ Strategic Chess Exercises Keep It Simple 1.d4 Find the Right Way to Outplay Your Opponent ^ŽůŝĚĂŶĚ^ƚƌĂŝŐŚƞŽƌǁĂƌĚŚĞƐƐKƉĞŶŝŶŐZĞƉĞƌƚŽŝƌĞĨŽƌtŚŝƚĞ Emmanuel Bricard 224 pages - $24.95 Christof Sielecki 432 pages - $29.95 &ŝŶĂůůLJĂŶĞdžĞƌĐŝƐĞƐŬƚŚĂƚŝƐŶŽƚĂďŽƵƚƚĂĐƟĐƐ͊ ^ŝĞůĞĐŬŝ͛ƐƌĞƉĞƌƚŽŝƌĞǁŝƚŚϭ͘ĚϰŵĂLJďĞĞǀĞŶĞĂƐŝĞƌƚŽ ͞ƌŝĐĂƌĚŝƐĐůĞĂƌůLJĂǀĞƌLJŐŝŌĞĚƚƌĂŝŶĞƌ͘,ĞƐĞůĞĐƚĞĚĂƐƵƉĞƌď ŵĂƐƚĞƌƚŚĂŶŚŝƐϭ͘ĞϰƌĞĐŽŵŵĞŶĚĂƟŽŶƐ͕ďĞĐĂƵƐĞŝƚŝƐƐƵĐŚĂ ƌĂŶŐĞŽĨƉŽƐŝƟŽŶƐĂŶĚĞdžƉůĂŝŶƐƚŚĞƐŽůƵƟŽŶƐĞdžƚƌĞŵĞůLJ ĐŽŚĞƌĞŶƚƐLJƐƚĞŵ͗ƚŚĞŵĂŝŶĐŽŶĐĞƉƚŝƐĨŽƌtŚŝƚĞƚŽƉůĂLJϭ͘Ěϰ͕ ǁĞůů͘͟ʹGM Daniel King Ϯ͘EĨϯ͕ϯ͘Őϯ͕ϰ͘ŐϮ͕ϱ͘ϬͲϬĂŶĚŝŶŵŽƐƚĐĂƐĞƐϲ͘Đϰ͘ ͞&ŽƌĐŚĞƐƐĐŽĂĐŚĞƐƚŚŝƐŬŝƐŶŽƚŚŝŶŐƐŚŽƌƚŽĨƉŚĞŶŽŵĞŶĂů͘͟ ͞Ɛ/ƚŚŝŶŬƚŚĂƚ/ƐŚŽƵůĚŬĞĞƉŵLJĂĚǀŝĐĞ͚ƐŝŵƉůĞ͕͛/ǁŽƵůĚƐĂLJ -
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. -
A Survey of Monte Carlo Tree Search Methods
IEEE TRANSACTIONS ON COMPUTATIONAL INTELLIGENCE AND AI IN GAMES, VOL. 4, NO. 1, MARCH 2012 1 A Survey of Monte Carlo Tree Search Methods Cameron Browne, Member, IEEE, Edward Powley, Member, IEEE, Daniel Whitehouse, Member, IEEE, Simon Lucas, Senior Member, IEEE, Peter I. Cowling, Member, IEEE, Philipp Rohlfshagen, Stephen Tavener, Diego Perez, Spyridon Samothrakis and Simon Colton Abstract—Monte Carlo Tree Search (MCTS) is a recently proposed search method that combines the precision of tree search with the generality of random sampling. It has received considerable interest due to its spectacular success in the difficult problem of computer Go, but has also proved beneficial in a range of other domains. This paper is a survey of the literature to date, intended to provide a snapshot of the state of the art after the first five years of MCTS research. We outline the core algorithm’s derivation, impart some structure on the many variations and enhancements that have been proposed, and summarise the results from the key game and non-game domains to which MCTS methods have been applied. A number of open research questions indicate that the field is ripe for future work. Index Terms—Monte Carlo Tree Search (MCTS), Upper Confidence Bounds (UCB), Upper Confidence Bounds for Trees (UCT), Bandit-based methods, Artificial Intelligence (AI), Game search, Computer Go. F 1 INTRODUCTION ONTE Carlo Tree Search (MCTS) is a method for M finding optimal decisions in a given domain by taking random samples in the decision space and build- ing a search tree according to the results. It has already had a profound impact on Artificial Intelligence (AI) approaches for domains that can be represented as trees of sequential decisions, particularly games and planning problems. -
{Download PDF} Kasparov Versus Deep Blue : Computer Chess
KASPAROV VERSUS DEEP BLUE : COMPUTER CHESS COMES OF AGE PDF, EPUB, EBOOK Monty Newborn | 322 pages | 31 Jul 2012 | Springer-Verlag New York Inc. | 9781461274773 | English | New York, NY, United States Kasparov versus Deep Blue : Computer Chess Comes of Age PDF Book In terms of human comparison, the already existing hierarchy of rated chess players throughout the world gave engineers a scale with which to easily and accurately measure the success of their machine. This was the position on the board after 35 moves. Nxh5 Nd2 Kg4 Bc7 Famously, the mechanical Turk developed in thrilled and confounded luminaries as notable as Napoleon Bonaparte and Benjamin Franklin. Kf1 Bc3 Deep Blue. The only reason Deep Blue played in that way, as was later revealed, was because that very same day of the game the creators of Deep Blue had inputted the variation into the opening database. KevinC The allegation was that a grandmaster, presumably a top rival, had been behind the move. When it's in the open, anyone could respond to them, including people who do understand them. Qe2 Qd8 Bf3 Nd3 IBM Research. Nearly two decades later, the match still fascinates This week Time Magazine ran a story on the famous series of matches between IBM's supercomputer and Garry Kasparov. Because once you have an agenda, where does indifference fit into the picture? Raa6 Ba7 Black would have acquired strong counterplay. In fact, the first move I looked at was the immediate 36 Be4, but in a game, for the same safety-first reasons the black counterplay with a5 I might well have opted for 36 axb5. -
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. -
Solving a Hypothetical Chess Problem: a Comparative Analysis of Computational Methods and Human Reasoning
Revista Brasileira de Computação Aplicada, Abril, 2019 DOI: 10.5335/rbca.v11i1.9111 Vol. 11, No 1, pp. 96–103 Homepage: seer.upf.br/index.php/rbca/index ORIGINALPAPER Solving a hypothetical chess problem: a comparative analysis of computational methods and human reasoning Léo Pasqualini de Andrade1, Augusto Cláudio Santa Brígida Tirado1, Valério Brusamolin1 and Mateus das Neves Gomes1 1Instituto Federal do Paraná, campus Paranaguá *[email protected]; [email protected]; [email protected]; [email protected] Received: 2019-02-15. Revised: 2019-02-27. Accepted: 2019-03-15. Abstract Computational modeling has enabled researchers to simulate tasks which are very often impossible in practice, such as deciphering the working of the human mind, and chess is used by many cognitive scientists as an investigative tool in studies on intelligence, behavioral patterns and cognitive development and rehabilitation. Computer analysis of databases with millions of chess games allows players’ cognitive development to be predicted and their behavioral patterns to be investigated. However, computers are not yet able to solve chess problems in which human intelligence analyzes and evaluates abstractly without the need for many concrete calculations. The aim of this article is to describe and simulate a chess problem situation proposed by the British mathematician Sir Roger Penrose and thus provide an opportunity for a comparative discussion by society of human and articial intelligence. To this end, a specialist chess computer program, Fritz 12, was used to simulate possible moves for the proposed problem. The program calculated the variations and reached a dierent result from that an amateur chess player would reach after analyzing the problem for only a short time. -
New Architectures in Computer Chess Ii New Architectures in Computer Chess
New Architectures in Computer Chess ii New Architectures in Computer Chess PROEFSCHRIFT ter verkrijging van de graad van doctor aan de Universiteit van Tilburg, op gezag van de rector magnificus, prof. dr. Ph. Eijlander, in het openbaar te verdedigen ten overstaan van een door het college voor promoties aangewezen commissie in de aula van de Universiteit op woensdag 17 juni 2009 om 10.15 uur door Fritz Max Heinrich Reul geboren op 30 september 1977 te Hanau, Duitsland Promotor: Prof. dr. H.J.vandenHerik Copromotor: Dr. ir. J.W.H.M. Uiterwijk Promotiecommissie: Prof. dr. A.P.J. van den Bosch Prof. dr. A. de Bruin Prof. dr. H.C. Bunt Prof. dr. A.J. van Zanten Dr. U. Lorenz Dr. A. Plaat Dissertation Series No. 2009-16 The research reported in this thesis has been carried out under the auspices of SIKS, the Dutch Research School for Information and Knowledge Systems. ISBN 9789490122249 Printed by Gildeprint © 2009 Fritz M.H. Reul All rights reserved. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, electronically, mechanically, photocopying, recording or otherwise, without prior permission of the author. Preface About five years ago I completed my diploma project about computer chess at the University of Applied Sciences in Friedberg, Germany. Immediately after- wards I continued in 2004 with the R&D of my computer-chess engine Loop. In 2005 I started my Ph.D. project ”New Architectures in Computer Chess” at the Maastricht University. In the first year of my R&D I concentrated on the redesign of a computer-chess architecture for 32-bit computer environments. -
A Higher Creative Species in the Game of Chess
Articles Deus Ex Machina— A Higher Creative Species in the Game of Chess Shay Bushinsky n Computers and human beings play chess differently. The basic paradigm that computer C programs employ is known as “search and eval- omputers and human beings play chess differently. The uate.” Their static evaluation is arguably more basic paradigm that computer programs employ is known as primitive than the perceptual one of humans. “search and evaluate.” Their static evaluation is arguably more Yet the intelligence emerging from them is phe- primitive than the perceptual one of humans. Yet the intelli- nomenal. A human spectator is not able to tell the difference between a brilliant computer gence emerging from them is phenomenal. A human spectator game and one played by Kasparov. Chess cannot tell the difference between a brilliant computer game played by today’s machines looks extraordinary, and one played by Kasparov. Chess played by today’s machines full of imagination and creativity. Such ele- looks extraordinary, full of imagination and creativity. Such ele- ments may be the reason that computers are ments may be the reason that computers are superior to humans superior to humans in the sport of kings, at in the sport of kings, at least for the moment. least for the moment. This article is about how Not surprisingly, the superiority of computers over humans in roles have changed: humans play chess like chess provokes antagonism. The frustrated critics often revert to machines, and machines play chess the way humans used to play. the analogy of a competition between a racing car and a human being, which by now has become a cliché.