CHESS and MATHEMATICS 6 Retrograde Analysis
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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. -
PUBLIC SUBMISSION Status: Pending Post Tracking No
As of: January 02, 2020 Received: December 20, 2019 PUBLIC SUBMISSION Status: Pending_Post Tracking No. 1k3-9dz4-mt2u Comments Due: January 10, 2020 Submission Type: Web Docket: PTO-C-2019-0038 Request for Comments on Intellectual Property Protection for Artificial Intelligence Innovation Comment On: PTO-C-2019-0038-0002 Intellectual Property Protection for Artificial Intelligence Innovation Document: PTO-C-2019-0038-DRAFT-0009 Comment on FR Doc # 2019-26104 Submitter Information Name: Yale Robinson Address: 505 Pleasant Street Apartment 103 Malden, MA, 02148 Email: [email protected] General Comment In the attached PDF document, I describe the history of chess puzzle composition with a focus on three intellectual property issues that determine whether a chess composition is considered eligible for publication in a magazine or tournament award: (1) having one unique solution; (2) not being anticipated, and (3) not being submitted simultaneously for two different publications. The process of composing a chess endgame study using computer analysis tools, including endgame tablebases, is cited as an example of the partnership between an AI device and a human creator. I conclude with a suggestion to distinguish creative value from financial profit in evaluating IP issues in AI inventions, based on the fact that most chess puzzle composers follow IP conventions despite lacking any expectation of financial profit. Attachments Letter to USPTO on AI and Chess Puzzle Composition 35 - Robinson second submission - PTO-C-2019-0038-DRAFT-0009.html[3/11/2020 9:29:01 PM] December 20, 2019 From: Yale Yechiel N. Robinson, Esq. 505 Pleasant Street #103 Malden, MA 02148 Email: [email protected] To: Andrei Iancu Director of the U.S. -
A Case Study of a Chess Conjecture
Logical Methods in Computer Science Volume 15, Issue 1, 2019, pp. 34:1–34:37 Submitted Jan. 24, 2018 https://lmcs.episciences.org/ Published Mar. 29, 2019 COMPUTER-ASSISTED PROVING OF COMBINATORIAL CONJECTURES OVER FINITE DOMAINS: A CASE STUDY OF A CHESS CONJECTURE PREDRAG JANICIˇ C´ a, FILIP MARIC´ a, AND MARKO MALIKOVIC´ b a Faculty of Mathematics, University of Belgrade, Serbia e-mail address: fjanicic,fi[email protected] b Faculty of Humanities and Social Sciences, University of Rijeka, Croatia e-mail address: marko@ffri.hr Abstract. There are several approaches for using computers in deriving mathematical proofs. For their illustration, we provide an in-depth study of using computer support for proving one complex combinatorial conjecture { correctness of a strategy for the chess KRK endgame. The final, machine verifiable result presented in this paper is that there is a winning strategy for white in the KRK endgame generalized to n × n board (for natural n greater than 3). We demonstrate that different approaches for computer-based theorem proving work best together and in synergy and that the technology currently available is powerful enough for providing significant help to humans deriving some complex proofs. 1. Introduction Over the last several decades, automated and interactive theorem provers have made huge advances which changed the mathematical landscape significantly. Theorem provers are already widely used in many areas of mathematics and computer science, and there are already proofs of many extremely complex theorems developed within proof assistants and with many lemmas proved or checked automatically [25, 31, 33]. We believe there are changes still to come, changes that would make new common mathematical practices and proving process will be more widely supported by tools that automatically and reliably prove some conjectures and even discover new theorems. -
Chess Problem Composing Steps
Appendix A Chess Problem Composing Steps Chess problems for this research were composed automatically using CHESTHETICA (see Fig. A.1) following the essential steps below. It is a modi- fication of the approach used in (Iqbal 2011). The problems composed are limited to orthodox mate-in-3 problems in standard international chess. 1. Obtain the two new DSNS strings produced from the DSNS process (see Sect. 3.1). 2. Set the total number of white pieces and black pieces that can be used in the composition. There are two attribute values pertaining to these features in each DSNS string. (a) For example, if in string 1 the white piece count is 5 and in string 2 the white piece count is 10, the range possible for this computer composition is between 5 and 10. The same for the black pieces. 3. Calculate the total Shannon value of the white pieces and then the black pieces in both strings and get the average of each. Use these average values to determine the number of piece permutations (i.e. combinations of different pieces) that satisfy them. (a) For example, an average value of 10 for white could mean having a bishop, two knights and a pawn whereas an average value of 9 for black could mean having just a queen. The total number of piece permutations possible for both the white and black pieces here is totaled. (b) This total will equal the number of times the same pair of DSNS strings is used in attempting to generate a composition. So, in principle, every legal piece combination can be tested. -
Playing the Perfect Kriegspiel Endgame
View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Elsevier - Publisher Connector Theoretical Computer Science 411 (2010) 3563–3577 Contents lists available at ScienceDirect Theoretical Computer Science journal homepage: www.elsevier.com/locate/tcs Playing the perfect Kriegspiel endgame Paolo Ciancarini ∗, Gian Piero Favini Dipartimento di Scienze dell'Informazione, University of Bologna, Italy article info a b s t r a c t Article history: Retrograde analysis is an algorithmic technique for reconstructing a game tree starting Received 16 August 2009 from its leaves; it is useful to solve some specific subsets of a complex game, for example Received in revised form 9 May 2010 a Chess endgame, achieving optimal play in these situations. Position values can then be Accepted 19 May 2010 stored in ``tablebases'' for instant access, in order to save analysis time, as is the norm Communicated by H.J. Van den Herik in professional chess programs. This paper shows that a similar approach can be used to solve subsets of certain imperfect information games such as Kriegspiel (invisible Chess) Keywords: endgames. Using a brute force retrograde analysis algorithm, a suitable data representation Game theory Kriegspiel and a special lookup algorithm, one can achieve perfect play, with perfection meaning Retrograde analysis fastest checkmate in the worst case and without making any assumptions on the opponent. Chess We investigate some Kriegspiel endgames (KRK, KQK, KBBK and KBNK), building the corresponding tablebases and casting light on some long standing open problems. ' 2010 Elsevier B.V. All rights reserved. 1. Introduction In a zero-sum game of perfect information, Zermelo's theorem [1] ensures that there is a perfect strategy allowing either player to obtain a guaranteed minimum reward. -
Perfect-Information Games with Cycles Daniel Andersson
Perfect-Information Games with Cycles Daniel Andersson PhD Dissertation Department of Computer Science Aarhus University Denmark Perfect-Information Games with Cycles A Dissertation Presented to the Faculty of Science of Aarhus University in Partial Fulfilment of the Requirements for the PhD Degree by Daniel Andersson July 31, 2009 Abstract This dissertation presents algorithmic and complexity-theoretic results on games, puzzles and optimization. The major theme is perfect-information games played on finite directed graphs. • We show that Washburn's deterministic graphical games|a natural gen- eralization of Zermelo's chess-like games to arbitrary zero-sum payoffs— can be solved in almost-linear time using a comparison-based algorithm. • We establish polynomial-time equivalence of solving several well-known classes of zero-sum games with moves of chance: stochastic games with terminal payoffs, mean payoffs, discounted payoffs, or parity conditions. • Motivated by their connection to positional Nash equilibria, we investigate the concept of strategy improvement cycles in deterministic multi-player games with terminal payoffs. We obtain partial results and outline the limits of this technique. A minor theme is the complexity of puzzles, following a long tradition of hardness results for well-known puzzle types. Hiroimono is a 600-year-old tour puzzle wherein stones are to be collected from a grid. We show that deciding the solvability of such a puzzle is NP-complete. A similar result is also shown for Hashiwokakero, wherein islands are to be connected by bridges. Finally, we consider shortest path network interdiction|destroying parts of a network to maximize the length of the shortest path. -
Mastering Chess and Shogi by Self-Play with a General Reinforcement Learning Algorithm
Mastering Chess and Shogi by Self-Play with a General Reinforcement Learning Algorithm David Silver,1∗ Thomas Hubert,1∗ Julian Schrittwieser,1∗ Ioannis Antonoglou,1 Matthew Lai,1 Arthur Guez,1 Marc Lanctot,1 Laurent Sifre,1 Dharshan Kumaran,1 Thore Graepel,1 Timothy Lillicrap,1 Karen Simonyan,1 Demis Hassabis1 1DeepMind, 6 Pancras Square, London N1C 4AG. ∗These authors contributed equally to this work. Abstract The game of chess is the most widely-studied domain in the history of artificial intel- ligence. The strongest programs are based on a combination of sophisticated search tech- niques, domain-specific adaptations, and handcrafted evaluation functions that have been refined by human experts over several decades. In contrast, the AlphaGo Zero program recently achieved superhuman performance in the game of Go by tabula rasa reinforce- ment learning from games of self-play. In this paper, we generalise this approach into a single AlphaZero algorithm that can achieve, tabula rasa, superhuman performance in many challenging games. Starting from random play, and given no domain knowledge ex- cept the game rules, AlphaZero achieved within 24 hours a superhuman level of play in the games of chess and shogi (Japanese chess) as well as Go, and convincingly defeated a world-champion program in each case. The study of computer chess is as old as computer science itself. Babbage, Turing, Shan- non, and von Neumann devised hardware, algorithms and theory to analyse and play the game of chess. Chess subsequently became the grand challenge task for a generation of artificial intel- ligence researchers, culminating in high-performance computer chess programs that perform at superhuman level (9, 14). -
30 Chess Mysteries in a Retro World
TTHHEE PPUUZZZZLLIINNGG SSIIDDEE OOFF CCHHEESSSS Jeff Coakley CHESS MYSTERIES IN A RETRO WORLD number 30 March 30, 2013 Retrograde analysis is the art of backwards thinking. By examining details of the present situation, we deduce past events. There are various kinds of chess problems that involve retro thinking. The most common task is to determine the moves which led to a given position. The simplest case is to figure out which move was just played. When answering the question “What was the last move?”, the solver must be as precise as possible. A complete description of a move includes the square a piece moved from, whether a capture was made, and if so, what type of piece was taken. The following puzzle, from nearly thirty years ago, was my first attempt at composing a retro problem. It’s not especially good, but it does demonstrate some of the typical aspects of retrograde analysis. Retro 1 w________w áBdwHwdwd] à0Ndn0w0w] ßwdn0wdpd] Þ0w0wdwiw] Ýwdwdwdwd] Üdwdwdwdr] ÛP)w0wdP!] ÚdwGwdr$K] wÁÂÃÄÅÆÇÈw Black to play What was White’s last move? Solutions are given in long algebraic notation (departure and destination squares). When possible, if there was a capture, the type of piece taken is also indicated (in parentheses). Assume that the puzzle positions are legal, even if the piece placement is strange. A chess position is legal if it could be reached in a game played with normal rules. Strategy is not a requirement. For other types of retro problems, see the archives: column 21 (puzzle 8, mate in 2), column 26 (illegal positions), column 29 (proof games). -
An Overview and Classification of Retrograde Chess Problems
Central____________________________________________________________________________________________________ European Conference on Information and Intelligent Systems Page 256 of 344 An Overview and Classification of Retrograde Chess Problems Marko Maliković Faculty of Humanities and Social Sciences University of Rijeka Sveučilišna avenija 4, 51000 Rijeka, Croatia [email protected] Abstract. Retrograde chess analysis can be applied due to the complexity of the chess game, computer to several very different chess problems. These solutions for all types of problems have computational problems are often mutually so different that we can limits. say that they belong to different domains. In the existing literature, there are no overviews or classifications of. As a result, under the names "retrograde chess problems" and "retrograde chess 2 Classification of Retrograde Chess analysis" only small subsets of many types of Problems problems are considered. In this paper we give an overview of retrograde chess analysis and our In this paper, we divide retrograde chess problems classification of retrograde chess problems. We also into two main groups: retrograde chess problems with give an overview of various computer approaches for practical applications in the chess game as such, and each of the retrograde chess types of problems. so-called classical retrograde chess problems as intriguing studies in pure deductive reasoning but Keywords. Retrograde, Chess, Analysis, Problems, without direct practical applicability to chess game Classification playing. I. Retrograde chess problems with practical 1 Introduction applications. In this group, we include the following: 1. Retrograde analysis of chess endgames - If we In general, retrograde chess analysis is a method that apply the retrograde analysis in chess endgames determines which moves have been or could have with a limited number of pieces on the been played leading up to the given chess position. -
Conventions in Retroanalysis
Conventions in Retroanalysis A Plea for Consistency and Completeness Alexander George Copyright © 2002 by Alexander George Conventions in Retroanalysis: A Plea for Consistency and Completeness Alexander George Amherst, Massachusetts 2002 analysis, or retroanalysis for short, consists in the Retrograde application of logic to determine past play on the basis of information about a given board position and the rules of chess. Composers have shown much ingenuity in thinking up questions that can be answered only on the basis of information about past play (e.g., “Which Bishop is promoted?,” “What was the Rook’s path?,” “Where is the Black King standing?”) and in arranging the pieces so as to force their answers. Even the general problemist, who is less keen on composing or solving retroanalytic chess problems, must take an interest in them: for a longstanding constraint on chess problems of all kinds is that their initial position be a legal one, that is, one obtainable by a sequence of legal moves from the initial game position. It is striking that despite this, and despite more than a century of intensive retroanalytic work, there is still unclarity and disagreement concerning basic principles. It is the aim of this essay to indicate some sources of discontent, to assess various responses, and, finally, to advance and defend a view that, while not new, is deserving of a more precise articulation and a broader support than it has hitherto received. Retroanalysis in chess is enriched by the existence of moves whose legality depends on features of the history of the game position. There are only two such moves in chess: en passant (e.p.) capture and castling. -
Retro-()Pposition and Other Retro-Analytical Clhess Problems by T
RET'RO.OPPOSI.TIOI\J Retro-()pposition and Other Retro-Analytical Clhess Problems by T. R. Dawson G. P. "{elliss First Published August 1989 Reset February 1997 page I RETRO-OPPOSI'IION Qetro-Opposition and Other Retro-Analytical Chess Problems by T. R. Dawsor1 edited by G. P. Jelliss This booklet, containing; all of 'I'. R. Dawson's pioneering work on Reto-Opposifion, together with some of his best retro-analytical work of other types, is based on a small manuscript booklet, Seventy l,ive Retros by Dawson, dated Ist November 1928, found in the British Chess Problem Society Archive. ln its Introduction he wrote: "The 75 retrograde analyses in this collection comprise all the best of my published work in this field since the publication of Retrograde Analysis in 1915" and "ln the motto problems the foundations of the theory of retrograde opposition are laid and all the known types fully illustrated". Following the arrangement of the manuscript hooklet, the prohlems are given in cltronological order of composition (with one or two slight displacements). The bold-printed D-numbers are those assigned to his composifions by the composer himself, and the frst date quoted is that of composition. In some cases this date is mnny years before publication. An asterisk (+) attached to moves in the retro-opposition studies indicates the thematic tempo change. INTRODUCTION T'he information gained in such The third period, l9l l-15., (Ir'rorn nofes hy llaw,son in an analysis may be applied to comprises the early part of the Prohleryis! k'air! Che s s legalise PxP e"p. -
An Algorithm for Automatically Updating a Forsyth-Edwards Notation String Without an Array Board Representation
Final version published by IEEE Xplore on 11 November 2020. DOI: 10.1109/ICIMU49871.2020.9243487. eISBN: 978-1-7281-7310-8. Available at: https://ieeexplore.ieee.org/document/9243487 An Algorithm for Automatically Updating a Forsyth-Edwards Notation String Without an Array Board Representation Azlan Iqbal College of Computing and Informatics Universiti Tenaga Nasional Putrajaya, Malaysia [email protected] Abstract—We present an algorithm that correctly updates at a time (i.e. a8, b8, c8… a7, b7, c7… f1, g1 and h1). Every the Forsyth-Edwards Notation (FEN) chessboard character time a white piece is encountered, a capital letter is used, i.e. string after any move is made without the need for an ‘Q’ for queen, ‘R’ for rook, ‘B’ for bishop’, ‘N’ for knight and intermediary array representation of the board. In particular, ‘P’ for pawn. If a black piece is encountered, the lower case this relates to software that have to do with chess, certain chess alphabet is used. Empty squares are simply numbered; so a variants and possibly even similar board games with white queen and rook separated by one square would be comparable position representation. Even when performance presented as ‘Q1R’ and if by two squares, ‘Q2R’. When one may be equal or inferior to using arrays, the algorithm still rank is complete a slash (‘/’) is used to separate it from the provides an accurate and viable alternative to accomplishing the next rank. After the last square in the last rank (i.e. rank 1) is same thing, or when there may be a need for additional or side processing in conjunction with arrays.