100 Years of Shannon: Chess, Computing and Botvinik Iryna Andriyanova
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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. -
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. -
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. -
Computer Chess Methods
COMPUTER CHESS METHODS T.A. Marsland Computing Science Department, University of Alberta, EDMONTON, Canada T6G 2H1 ABSTRACT Article prepared for the ENCYCLOPEDIA OF ARTIFICIAL INTELLIGENCE, S. Shapiro (editor), D. Eckroth (Managing Editor) to be published by John Wiley, 1987. Final draft; DO NOT REPRODUCE OR CIRCULATE. This copy is for review only. Please do not cite or copy. Acknowledgements Don Beal of London, Jaap van den Herik of Amsterdam and Hermann Kaindl of Vienna provided helpful responses to my request for de®nitions of technical terms. They and Peter Frey of Evanston also read and offered constructive criticism of the ®rst draft, thus helping improve the basic organization of the work. In addition, my many friends and colleagues, too numerous to mention individually, offered perceptive observations. To all these people, and to Ken Thompson for typesetting the chess diagrams, I offer my sincere thanks. The experimental work to support results in this article was possible through Canadian Natural Sciences and Engineering Research Council Grant A7902. December 15, 1990 COMPUTER CHESS METHODS T.A. Marsland Computing Science Department, University of Alberta, EDMONTON, Canada T6G 2H1 1. HISTORICAL PERSPECTIVE Of the early chess-playing machines the best known was exhibited by Baron von Kempelen of Vienna in 1769. Like its relations it was a conjurer's box and a grand hoax [1, 2]. In contrast, about 1890 a Spanish engineer, Torres y Quevedo, designed a true mechanical player for king-and-rook against king endgames. A later version of that machine was displayed at the Paris Exhibition of 1914 and now resides in a museum at Madrid's Polytechnic University [2]. -
Calle Erlandsson CHESS PERIODICALS WANT LIST Nyckelkroken 14, SE-22647 Lund, Sweden Up-To-Date: 29 November 2015 [email protected] Cell Phone +46 733 264 033
Calle Erlandsson CHESS PERIODICALS WANT LIST Nyckelkroken 14, SE-22647 Lund, Sweden Up-to-date: 29 November 2015 [email protected] Cell phone +46 733 264 033 AUSTRIA ARBEITER-SCHACHZEITUNG [oct1921-sep1922; jan1926-dec1933; #12/1933 final issue?] 1921:1 2 3 1922:4 5 6 7 8 9 10 11 12 1926:1 2 3 4 5 6 7 8 9 10 11 12 1927:11 12 1928:2 3 4 5 8 9 10 11 12 1929:1 2 3 4 5 6 7 8 9 10 11 12 KIEBITZ [1994->??] 1994:1 3-> NACHRICHTEN DES SCHACHVEREIN „HIETZING” [1931-1934; #3-4/1934 final issue?] 1931 1932:1 2 4 5 6 8 9 10 1933:4 7 1934:1 2 NÖ SCHACH [1978->] 1978 1979:1 2 4-> 1980-> ÖSTERREICHISCHE LESEHALLE [1881-1896] 1881:1-12 1882:13-24 1883:25-36 1884:37-48 1885:49-60 1886 1887 1888 1889 1890 1891 1892 1893 1894 1895 1896 ÖSTERREICHISCHE SCHACHRUNDSCHAU [1922-1925] have a complete run ÖSTERREICHISCHE SCHACHZEITUNG [1872-1875 #1-63; 1935-1938; 1952-jan1971; #1/1971 final issue] 1872:1-18 1937:11 12 1938:2 4 5 6 7 8 9 10 11 12 SCHACH-AKTIV [1979->] 1979:3 4 2014:1-> SCHACH-MAGAZíN [1946-1951;superseded by Österreichische Schachzeitung] have a complete run WIENER SCHACHNACHRICHTEN [feb1992->?] 1992 1993 1994:1-6 9-12 1995:1-4 6-12 1996-> [Neue] WIENER SCHACHZEITUNG [jan1855-sep1855; jul1887-mar1888; jan1898-apr1916; mar1923- 1938; jul1948-aug1949] 1855:1-9 1887/88:1-9 1916:1/4© 5/8© Want publishers original bindings: 1898 1913 1915 1938 BELARUS SHAKHMATY, SHASJKI v BSSR [dec1979-oct1990] 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990 SHAKHMATY [jun2004->; quarterly] 2003:1 2 2004:6 2006:11 13 14 2007:15 16 17 18 2008:19 20 21 22 2009->? SHAKHMATY-PLJUS [2003->; quarterly] 2003:1 2004:4 5 2005:6 7 8 9 2006:10-> BELGIUM [BULLETIN] A.J.E.C. -
A Complete Chess Engine Parallelized Using Lazy SMP
A Complete Chess Engine Parallelized Using Lazy SMP Emil Fredrik Østensen Thesis submitted for the degree of Master in programming and networks 60 credits Department of informatics Faculty of mathematics and natural sciences UNIVERSITY OF OSLO Autumn 2016 A Complete Chess Engine Parallelized Using Lazy SMP Emil Fredrik Østensen © 2016 Emil Fredrik Østensen A Complete Chess Engine Parallelized Using Lazy SMP http://www.duo.uio.no/ Printed: Reprosentralen, University of Oslo Abstract The aim of the thesis was to build a complete chess engine and parallelize it using the lazy SMP algorithm. The chess engine implemented in the thesis ended up with an estimated ELO rating of 2238. The lazy SMP algorithm was successfully implemented, doubling the engines search speed using 4 threads on a multicore processor. Another aim of this thesis was to act as a starting compendium for aspiring chess programmers. In chapter 2 Components of a Chess Engine many of the techniques and algorithms used in modern chess engines are discussed and presented in a digestible way, in a try to make the topics understandable. The information there is presented in chronological order in relation to how a chess engine can be programmed. i ii Contents 1 Introduction 1 1.1 The History of Chess Computers . .2 1.1.1 The Beginning of Chess Playing Machines . .2 1.1.2 The Age of Computers . .3 1.1.3 The First Chess Computer . .5 1.1.4 The Interest in Chess Computers Grow . .6 1.1.5 Man versus Machine . .6 1.1.6 Shannon’s Type A versus Shannon’s Type B Chess Computers . -
Book Reviews
Int. J. Man-Machine Studies (1976) 8, 61%620 Book reviews The Thinking Computer: Mind Inside Matter By B. Raphael. 1976. San Francisco: W. H. Freeman and Co. 322+xiii pp. Paperback $6.95, Hardcover $12.95. Most of the topics which have been associated with "artificial intelligence" are mentioned in this book. The author includes descriptions of general computer hardware and software, lots of illustrations, chapter summaries, lists of suggested readings and an index in 322 smallish pages. Thus, the depth of treatment of individual topics is generally limited. Roughly 40 Yo of the material is related to problem-solving in the narrow, mathematical, game, theorem sense and 40 ~o to the broader, perception, robots sense. Searching (trees, graphs) and theorem proving have relatively large coverage, very similar to that of Nilsson's book (1971). The stated aim of the book is to attempt to explain why workers in A.I. are trying to make computers intelligent; and to indicate progress so far, directions of research, obstacles to further progress, as well as the importance of the field. It is also intended as an attempt to clear up confusion, to stimulate the reader, to fill the gap between superficiality and technicality, to answer various questions, and to clear away some misleading myths. The author believes that any reader with a good high school education should be able to enjoy the book; that it could be used as a text in a new elementary college course, as supplementary reading for some standard courses and perhaps be of interest to the general public. -
Game Engine with Continuation-Passing Style
Game Engine with Continuation-Passing Style Jeff Walden, Mujde Pamuk, Waseem Daher May 16, 2007 1 Introduction As our final project in 6.891, we chose to implement a very general search system in continuation-passing style, that could also be used to play two-player games such as chess. Chess is a board game in which players move pieces on the board in an attempt to subdue the other player. Each piece has different capabilities and limitations, and the number of possible moves at any stage of the game is usually fairly large making evaluation of moves a non-trivial problem. Chess is by far the most well studied strategic game in the field of computer game playing. Many advances in computer science have resulted from this research, including developments in problem specification, exhaustive search techniques, parallel algorithms, and others. [1] Along with chess, Go, checkers, Othello, Go-Moku, and Tic-Tac-Toe are categorized as two-player deterministic zero-sum games with perfect information. Search techniques have proven to be quite effective for many of these games, provided the search space is relatively small, or can be restricted with good heuristics. Programs based primarily on efficient search engines are approaching or have surpassed the level of the best human players for many games in this category. A chess engine as a system is composed of 5 components: a position representation (encapsulating the state of the game), a move generator to generate all legal moves given a position, a move evaluator to rank these legal moves by optimality, a search component to help a static evaluator to analyze the position at various depths, and finally a user interface. -
Review Article
Amu Ban 201 ARTIFICIAL INTELLIGENCE Review Article A Chronology of Computer Chess and its Literature Hans J. Berliner Computer Science Department, Carnegie-Mellon University, Pittsburgh, PA, U.S.A. on While our main objective in this article is to review a spate of recent books surveying computer chess, we believe this can best be done in the context of the field as a whole, and pointing outvaluable contributions to the literature,both past consider and present. We have appended a bibliography of those items which we to constitute a definitive set of readings on the subject at hand. Pre-History instance was Even before there were computers there was computer chess. The first which played a famous automaton constructed by Baron von Kempclen in 1770, excellent chess. It won most of its games against all comers which supposedly included Napoleon. The automaton consisted of a large box with chess pieces on fashion, top and aproliferation of gear wheels inside, which were shown in magician 1 However, one compartment at a time to the audience before a performance. a skilled (and small) chessplayer was artfullyhidden in the midst ofall this machinery, and this was the actual reason for the "mechanism's" success. In contrast, a genuine piece of science was the electro-mechanical device con- of structed by Torres y Quevedo, a Spanish engineer, in 1890 which was capable mating with king and rook vs. king. Its construction was certainly a marvel of its day. The Dawn few, Shannon In 1950, when computers were becomingavailable to a selccl Claude describing a chess then of Bell Telephone Laboratories wrote an article how Artificial Intelligence 10 0978), 201-214 Copyright © 1978 by North-Holland Publishing Company 202 H. -
Using Chess Programming in Computer Education
2018 ASCUE Proceedings Using Chess Programming in Computer Education Dmitri A Gusev Purdue University College of Technology 4444 Kelly Street Columbus, IN 47203 812-348-2029 [email protected] Abstract Chess programming is an old and venerable branch of game development. In the modern computing environment, it encompasses the development of chess engines, chess user interfaces (UIs), chess tour- nament broadcast tools, chess databases, endgame tablebases (EGTBs) and opening books. In this pa- per, the author shares his multi-year experience of utilizing most of these components of chess pro- gramming in teaching undergraduate courses in computer science (CS) and computer and information technology (CIT). The courses at different levels were taught at Edinboro University of Pennsylvania and, most recently, at Purdue Polytechnic Columbus, formerly called Purdue College of Technology Columbus. They involved teaching programming in C, C++ and Java, as well as system administration. We will discuss the courses’ structure and learning outcomes, the choices of tools and equipment, how the courses progressed, individual assignments and team projects, the lessons learned, the specifics of getting the students engaged, and the author’s plans for the future work aimed at improvement of pro- gramming and computer networking skills of Purdue Polytechnic students via their involvement in dif- ferent aspects of chess programming. Introduction Chess is a widely popular and well-respected turn-based centuries-old game played on an 8x8 board with white and black pieces (pawns, knights, bishops, rooks, queens, and kings) that move according to the rules that can be quickly learned even by young kids. The art of the game is not easy to master, though, so many software products have been developed to implement chess as a video game on nu- merous platforms and assist the beginner, amateur, and professional chess players alike. -
A Short History of Computer Chess, Including Some of the Best Man-Machine and Machine-Machine Games
________ Preface Thirteen years have passed since the classic book on computer chess, Chess Skill in Man and Machine†, appeared and seven years since a later expanded edition. In this time, the field of computer chess has made remarkable strides forward. In the early 1980s only the best computers were playing master level chess. Now store-bought machines are playing at master level and the best computers are occasionally beating top Grandmasters. It is a mere 40 years since Claude Shan- non published the paper laying the foundations for computer chess, and already the long sought goal of artificial intelligence, to defeat the World Chess Cham- pion, is in sight. Part I of this book gives an excellent account of the most exciting recent advances in computer chess. It starts with a short history of computer chess, including some of the best man-machine and machine-machine games. In Part II, the secrets of three of the strongest chess programs around today are revealed. Actually, there are no real secrets here; all the programs are intensive applica- tions of technology and known techniques. Part III describes some of the most promising new ideas that could lead to stronger programs of the future. In Part IV, the sometimes tenuous relationship between computer chess and artificial intelligence is examined. Since the game of chess is steadily yielding to the onslaught of technology, Part V presents a description of the early attempts of computers to play the game of Go. There is the hope that Go will become the "Drosophila of artificial intel- ligence" where chess has failed.