Chess Algorithms Theory and Practice
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The Check Is in the Mail June 2007
The Check Is in the Mail June 2007 NOTICE: I will be out of the office from June 16 through June 25 to teach at Castle Chess Camp in Atlanta, Georgia. During that GM Cesar Augusto Blanco-Gramajo time I will be unable to answer any of your email, US mail, telephone calls, or GAME OF THE MONTH any other form of communication. Cesar’s provisional USCF rating is 2463. NOTICE #2 As you watch this game unfold, you can The email address for USCF almost see Blanco’s rating go upwards. correspondence chess matters has changed to [email protected] RUY LOPEZ (C67) White: Cesar Blanco (2463) ICCF GRANDMASTER in 2006 Black: Benjamin Coraretti (0000) ELECTRONIC KNIGHTS 2006 Electronic Knights Cesar Augusto Blanco-Gramajo, born 1.e4 e5 2.Nf3 Nc6 3.Bb5 Nf6 4.0–0 January 14, 1959, is a Guatemalan ICCF Nxe4 5.d4 Nd6 6.Bxc6 dxc6 7.dxe5 Grandmaster now living in the US and Ne4 participating in the 2006 Electronic An unusual sideline that seems to be Knights. Cesar has had an active career gaining in popularity lately. in ICCF (playing over 800 games there) and sports a 2562 ICCF rating along 8.Qe2 with the GM title which was awarded to him at the ICCF Congress in Ostrava in White chooses to play the middlegame 2003. He took part in the great Rest of as opposed to the endgame after 8. the World vs. Russia match, holding Qxd8+. With an unstable Black Knight down Eleventh Board and making two and quick occupancy of the d-file, draws against his Russian opponent. -
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. -
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. -
Mémoire De Master
République Algérienne Démocratique et Populaire Ministère de l'Enseignement Supérieur et de la Recherche Scientifique Université Mouloud Mammeri de Tizi-Ouzou Faculté de : Génie électrique et d'informatique Département : Informatique Mémoire de fin d’études En vue de l’obtention du diplôme de Master en Informatique Spécialité : Systèmes Informatiques Réalisé et présenté par : MEHALLI Nassim Sujet : Mise en œuvre de l’apprentissage automatique pour l’évaluation des positions échiquéennes Proposé et dirigé par : SADI Samy Soutenu le 11 juillet 2019 devant le jury composé de: Mr. RAMDANI Mohammed Président du Jury Mlle. YASLI Yasmine Membre du Jury Mr. SADI Samy Directeur de mémoire Dédicaces Je dédie ce travail à mes chers parents qui ne cessent de me donner l’amour nécessaire pour que je puisse arriver à ce que je suis aujourd’hui. Que dieux vous protège et que la réussite soit toujours à ma portée pour que je puisse vous combler de bonheur et d’argent le jour où je serai milliardaire. Je dédie aussi ce modèste travail À mes chers oncles Omar et Mahdi À mon frère et ma sœur À Mima ma meilleure À Sousou et mon meilleur ami Mamed À Racim et Milou À Ine Boula3rass À Smail Remerciements Je remercie Allah de m’avoir donné le courage et la force afin d’accomplir ce modeste projet. Je remercie mon encadreur, monsieur Sadi, pour tout ce qu’il m’a appris dans le monde de l’intelligence artificielle ainsi que toutes ses remarques pertinentes. Je remercie l'ensemble des membres du jury, qui m'ont fait l'honneur de bien vouloir étudier avec attention mon travail. -
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 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 -
Learn Chess the Right Way
Learn Chess the Right Way Book 5 Finding Winning Moves! by Susan Polgar with Paul Truong 2017 Russell Enterprises, Inc. Milford, CT USA 1 Learn Chess the Right Way Learn Chess the Right Way Book 5: Finding Winning Moves! © Copyright 2017 Susan Polgar ISBN: 978-1-941270-45-5 ISBN (eBook): 978-1-941270-46-2 All Rights Reserved No part of this book maybe used, reproduced, stored in a retrieval system or transmitted in any manner or form whatsoever or by any means, electronic, electrostatic, magnetic tape, photocopying, recording or otherwise, without the express written permission from the publisher except in the case of brief quotations embodied in critical articles or reviews. Published by: Russell Enterprises, Inc. PO Box 3131 Milford, CT 06460 USA http://www.russell-enterprises.com [email protected] Cover design by Janel Lowrance Front cover Image by Christine Flores Back cover photo by Timea Jaksa Contributor: Tom Polgar-Shutzman Printed in the United States of America 2 Table of Contents Introduction 4 Chapter 1 Quiet Moves to Checkmate 5 Chapter 2 Quite Moves to Win Material 43 Chapter 3 Zugzwang 56 Chapter 4 The Grand Test 80 Solutions 141 3 Learn Chess the Right Way Introduction Ever since I was four years old, I remember the joy of solving chess puzzles. I wrote my first puzzle book when I was just 15, and have published a number of other best-sellers since, such as A World Champion’s Guide to Chess, Chess Tactics for Champions, and Breaking Through, etc. With over 40 years of experience as a world-class player and trainer, I have developed the most effective way to help young players and beginners – Learn Chess the Right Way. -
A Chess Engine
A Chess Engine Paul Dailly Dominik Gotojuch Neil Henning Keir Lawson Alec Macdonald Tamerlan Tajaddinov University of Glasgow Department of Computing Science Sir Alwyn Williams Building Lilybank Gardens Glasgow G12 8QQ March 18, 2008 Abstract Though many computer chess engines are available, the number of engines using object orientated approaches to the problem is minimal. This report documents an implementation of an object oriented chess engine. Traditionally, in order to gain the advantage of speed, the C language is used for implementation, however, being an older language, it lacks many modern language features. The chess engine documented within this report uses the modern Java language, providing features such as reflection and generics that are used extensively, allowing for complex but understandable code. Also of interest are the various depth first search algorithms used to produce a fast game, and the numerous functions for evaluating different characteristics of the board. These two fundamental components, the evaluator and the analyser, combine to produce a fast and relatively skillful chess engine. We discuss both the design and implementation of the engine, along with details of other approaches that could be taken, and in what manner the engine could be expanded. We conclude by examining the engine empirically, and from this evaluation, reflecting on the advantages and disadvantages of our chosen approach. Education Use Consent We hereby give our permission for this project to be shown to other University of Glasgow students and to be distributed in an electronic format. Please note that you are under no obligation to sign this declaration, but doing so would help future students. -
Yearbook.Indb
PETER ZHDANOV Yearbook of Chess Wisdom Cover designer Piotr Pielach Typesetting Piotr Pielach ‹www.i-press.pl› First edition 2015 by Chess Evolution Yearbook of Chess Wisdom Copyright © 2015 Chess Evolution All rights reserved. No part of this publication may be reproduced, stored in a retrieval sys- tem or transmitted in any form or by any means, electronic, electrostatic, magnetic tape, photocopying, recording or otherwise, without prior permission of the publisher. isbn 978-83-937009-7-4 All sales or enquiries should be directed to Chess Evolution ul. Smutna 5a, 32-005 Niepolomice, Poland e-mail: [email protected] website: www.chess-evolution.com Printed in Poland by Drukarnia Pionier, 31–983 Krakow, ul. Igolomska 12 To my father Vladimir Z hdanov for teaching me how to play chess and to my mother Tamara Z hdanova for encouraging my passion for the game. PREFACE A critical-minded author always questions his own writing and tries to predict whether it will be illuminating and useful for the readers. What makes this book special? First of all, I have always had an inquisitive mind and an insatiable desire for accumulating, generating and sharing knowledge. Th is work is a prod- uct of having carefully read a few hundred remarkable chess books and a few thousand worthy non-chess volumes. However, it is by no means a mere compilation of ideas, facts and recommendations. Most of the eye- opening tips in this manuscript come from my refl ections on discussions with some of the world’s best chess players and coaches. Th is is why the book is titled Yearbook of Chess Wisdom: it is composed of 366 self-suffi - cient columns, each of which is dedicated to a certain topic. -
Some Chess-Specific Improvements for Perturbation-Based Saliency Maps
Some Chess-Specific Improvements for Perturbation-Based Saliency Maps Jessica Fritz Johannes Furnkranz¨ Johannes Kepler University Johannes Kepler University Linz, Austria Linz, Austria [email protected] juffi@faw.jku.at Abstract—State-of-the-art game playing programs do not pro- vide an explanation for their move choice beyond a numerical score for the best and alternative moves. However, human players want to understand the reasons why a certain move is considered to be the best. Saliency maps are a useful general technique for this purpose, because they allow visualizing relevant aspects of a given input to the produced output. While such saliency maps are commonly used in the field of image classification, their adaptation to chess engines like Stockfish or Leela has not yet seen much work. This paper takes one such approach, Specific and Relevant Feature Attribution (SARFA), which has previously been proposed for a variety of game settings, and analyzes it specifically for the game of chess. In particular, we investigate differences with respect to its use with different chess Fig. 1: SARFA Example engines, to different types of positions (tactical vs. positional as well as middle-game vs. endgame), and point out some of the approach’s down-sides. Ultimately, we also suggest and evaluate a neural networks [19], there is also great demand for explain- few improvements of the basic algorithm that are able to address able AI models in other areas of AI, including game playing. some of the found shortcomings. An approach that has recently been proposed specifically for Index Terms—Explainable AI, Chess, Machine learning games and related agent architectures is specific and relevant feature attribution (SARFA) [15].1 It has been shown that it I. -
Table of Contents
TABLE OF CONTENTS Table of Contents ......................................................................................................................................................181 Overchampion (H.J. van den Herik) ........................................................................................................................181 Welcome and Farewell (Editor)................................................................................................................................182 A New Heuristic Search Algorithm for Capturing Problems in Go (K. Chen and P. Zhang) ................................183 New Approximate Strategies for Playing Sum Games based on Subgame Types (M.M. Zaky, C.R.S. Andraos, and S.A. Ghoneim).....................................................................................................................................191 Notes: ............................................................................................................................................................ 199 On the Importance of Embracing Risk in Tournaments (D. Billings) ................................................ 199 Nim is Easy, Chess is Hard – But Why?? (A. Fraenkel)..................................................................... 203 Information for Contributors............................................................................................................................. 207 News, Information, Tournaments, and Reports: ................................................................................................ -
Chess Composer Werner 2
Studies with Stephenson I was delighted recently to receive another 1... Êg2 2. Îxf2+ Êh1 3 Í any#, or new book by German chess composer Werner 2... Êg3/ Êxh3 3 Îb3#. Keym. It is written in English and entitled Anything but Average , with the subtitle Now, for you to solve, is a selfmate by one ‘Chess Classics and Off-beat Problems’. of the best contemporary composers in the The book starts with some classic games genre, Andrei Selivanov of Russia. In a and combinations, but soon moves into the selfmate White is to play and force a reluctant world of chess composition, covering endgame Black to mate him. In this case the mate has studies, directmates, helpmates, selfmates, to happen on or before Black’s fifth move. and retroanalysis. Werner has made a careful selection from many sources and I was happy to meet again many old friends, but also Andrei Selivanov delighted to encounter some new ones. would happen if it were Black to move. Here 1st/2nd Prize, In the world of chess composition, 1... Êg2 2 Îxf2+ Êh1 3 Í any#; 2... Êg3/ Êxh3 Uralski Problemist, 2000 separate from the struggle that is the game, 3 Îb3# is clear enough, but after 1...f1 Ë! many remarkable things can happen and you there is no mate in a further two moves as will find a lot of them in this book. Among the 2 Ía4? is refuted by 2... Ëxb1 3 Íc6+ Ëe4+! . most remarkable are those that can occur in So, how to provide for this good defence? problems involving retroanalysis.