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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. -
AI from a Game Player Perspective Eleonora Giunchiglia Why?
AI from a game player perspective Eleonora Giunchiglia Why? David Churchill, professor at Memorial University of Newfoundland: ``From a scientific point of view, the properties of StarCraft are very much like the properties of real life. [. .] We’re making a test bed for technologies we can use in the real world.’’ This concept can be extended to every game and justifies the research of AI in games. Connections with MAS A multiagent system is one composed of multiple interacting software components known as agents, which are typically capable of cooperating to solve problems that are beyond the abilities of any individual member. This represents by far a more complex setting than the traditional 1vs1 games à only in recent years they were able to study games with multiple agents. In this project we traced the path that led from AI applied to 1vs1 games to many vs. many games. The very first attempts The very first attempts were done even before the concept of Artificial intelligence was born: 1890: Leonardo Torres y Quevedo developed an electro-mechanical device, El Ajedrecista, to checkmate a human opponent’s king using only its own king and rook. 1948: Alan Turing wrote the algorithm TurboChamp. He never managed to run it on a real computer. The very first attempts 1950: Claude Shannon proposes the Minimax algorithm. Shannon proposed two different ways of deciding the next move: 1. doing brute-force tree search on the complete tree, and take the optimal move, or 2. looking at a small subset of next moves at each layer during tree search, and take the “likely optimal” move. -
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. -
Chess by Vincent Diepeveen
Chess by Vincent Diepeveen Chess History Chess found its origin in India well over 1500 years ago th Most sources quote the 6 century A.D. and even before that.. From India it reaches Persia (Iran) The rules gradually change; the queen and bishop become more powerful and the pawn can move two squares The name Chess comes from the Persian word for king: Shah Chess Some centuries later, Muslim rulers who conquer Persia spread the game of chess to Europe th Around the 15 century the rules start to be similar to todays chess rules Where rules are pretty much the same since then, the way the pieces look like definitely isn't, not even today! th Most western tournaments the standard is Staunton, from 19 century UK Original Staunton 1849 Replica's are already around $2000 a set Russian Chess pieces (modern) Actually similar (cheaper) sets you can encounter in the east in tournaments; the below set is already a couple of hundreds of dollars in the stores – note shape similar to Staunton Renaissance Style Chess pieces Please note that there is no cross on the king It's possible Staunton gets that credit... Most chessplayers find this easier Blindfolded Chess Actually chess players don't need to see the chess pieces at all Nearly all titled chess players can play blindfolded Question for the audience: How strong do titled chess players play blindfolded? Blindfolded Strength Playing regularly blindfolded hardly loses strength to OTB (over the board) Own experience: The first few moves after opening are actually the hardest moves -
Andrew-Soltis-Studying-Chess-Made
Studying Chess Made Easy Andrew Soltis BATSFORD First published in the United Kingdom in 2010 by Batsford Old West London Magistrates' Court 10 Southcombe Street London W14 ORA An imprint of Anova Books Company Ltd Copyright © Batsford 2010 Te xt copyright ©Andrew Soltis 2010 The moral right of the author has been asserted. 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 electronic, mechanical, photocopying, recording or otherwise, without the prior written permission of the copyright owner. ISBN 9781906388676 A CIP catalogue record for this book is available from the British Library. 18 17 16 15 14 13 12 11 10 10 9876543 21 Reproduction by Spectrum Colour Ltd, Ipswich Printed and bound in the UK by CPI Mackays, Chatham MES STD This book can be ordered direct from the publisher at the website www.anovabooks.com, or try your local bookshop. Contents Foreword 5 Chapter One: Chess isn't school 7 Chapter Tw o: Cultivating your chess sense 31 Chapter Three: The biggest study myth 71 Chapter Four: The right way to study an opening 95 Chapter Five: Tw o-and-a-half move chess 124 Chapter Six: Overcoming endgame phobia 156 Chapter Seven: Learning to live with TMI 189 Chapter Eight: How to learn more from a master game 220 Solutions 256 4 Foreword Instructional chess books promise a lot. Most promise to make you a better player. Some promise to make you a master - if you study the proper techniques. But very few books say anything about the technique of studying. -
Designing a Pervasive Chess Game
Designing a pervasive chess game André Pereira, Carlos Martinho, Iolanda Leite, Rui Prada, Ana Paiva Instituto Superior Técnico – Technical University of Lisbon and INESC-ID, AV. Professor Cavaco Silva – Taguspark 2780-990 Porto Salvo, Portugal {Andre.Pereira, Carlos.Martinho, Iolanda.Leite, Rui Prada}@tagus.ist.utl.pt, [email protected] Abstract. Chess is an ancient and widely popular tabletop game. For more than 1500 years of history chess has survived every civilization it has touched. One of its heirs, computerized chess, was one of the first artificial intelligence research areas and was highly important for the development of A.I. throughout the twentieth-century. This change of paradigm between a tabletop and a computerized game has its ups and downs. Computation can be used, for example, to simulate opponents in a virtual scenario, but the real essence of chess in which two human opponents battle face-to-face in that familiar black and white chessboard is lost. Usually, computer chess research focuses on improving the effectiveness of chess algorithms. This research, on the other hand, focuses on trying to bring back the essence of real world chess to a computerized scenario. To achieve this goal, in this paper we describe a model inspired by the field of Pervasive Gaming, a field that profits by the mix of real, virtual and social game elements. Keywords: Chess, Pervasive Gaming, Tangible User Interfaces, Graphical User Interfaces, Design Model, Agents. 1 Introduction “Pervasive gaming brings computer entertainment back to the real world” [14] and by doing so overcomes some restrictions of conventional computer games. -
Kasparov Vs. X3D Fritz Russian GM Sergey Makarichev the Fourth and Final Game of the Celebrated His 50Th Birthday Yesterday
CT-322(1106) The First Daily Chess Newspaper on the Net CT-322 (1106) Tues. 18th November 2003 Chess Quiz Linares 2004 Marinkovic - Makarichev The line-up for Linares 2004 has been GMA-Open, Belgrade 1988 announced at TWIC: Kasparov (2830), XIIIIIIIIY Kramnik (2770), Shirov (2737), Topalov (2735), Leko (2722), Vallejo 9-tr-+-trk+0 (2662) and Radjabov (2650). 9tR-+-zpp+p0 9-+-zp-vlp+0 9zp-+-+-+-0 Chess & Books with Fred Wilson 9-+nvLPzP-+0 9+-+-+-zPP0 This week Fred's guest at his live 9P+P+-+L+0 Internet Radio Show will be the highly 9+-+R+-mK-0 acclaimed teacher & author GM Lev xiiiiiiiiy Alburt. Lev, who was US Champion Black to play three times, US Open Champion twice, and also three times champion of Ukraine, will give his 'take' on what Chess News really happened during the amazing Kasparov-X3D Fritz match and its implications towards future human vs. Larsen – Olafsson Match computer chess encounters. Lev will also discuss his two excellent and M Fridrik Olafsson defeated fascinating new books 'Three Days GM Bent Larsen 5-3 in an 8- With Bobby Fischer & Other Chess game rapid chess match, which G Essays' (with Al Lawrence) and 'Chess took place on 11-14 November in Rules of Thumb'. Please send Reykjavik. Official website questions for GM Alburt to [email protected] or Tony Rook. Indian Women's Championship This Wednesday, 19th November: This massive 17-round tournament is 17:00 ETS - Replay of Bruce in progress in Calicut. Pandolfini (3rd interview) Standings after 14 rounds: 19:00 ETS - Replay of GM Lev Alburt 1. -
Including ACG8, ACG9, Games in AI Research, ACG10 T/M P. 18) Version: 20 June 2007
REFERENCE DATABASE 1 Updated till Vol. 29. No. 2 (including ACG8, ACG9, Games in AI Research, ACG10 t/m p. 18) Version: 20 June 2007 AAAI (1988). Proceedings of the AAAI Spring Symposium: Computer Game Playing. AAAI Press. Abramson, B. (1990). Expected-outcome: a general model of static evaluation. IEEE Transactions on Pattern Analysis and Machine Intelligence, Vol. 12, No.2, pp. 182-193. ACF (1990), American Checkers Federation. http://www.acfcheckers.com/. Adelson-Velskiy, G.M., Arlazarov, V.L., Bitman, A.R., Zhivotovsky, A.A., and Uskov, A.V. (1970). Programming a Computer to Play Chess. Russian Mathematical Surveys, Vol. 25, pp. 221-262. Adelson-Velskiy, M., Arlazarov, V.L., and Donskoy, M.V. (1975). Some Methods of Controlling the Tree Search in Chess Programs. Artificial Ingelligence, Vol. 6, No. 4, pp. 361-371. ISSN 0004-3702. Adelson-Velskiy, G.M., Arlazarov, V. and Donskoy, M. (1977). On the Structure of an Important Class of Exhaustive Problems and Methods of Search Reduction for them. Advances in Computer Chess 1 (ed. M.R.B. Clarke), pp. 1-6. Edinburgh University Press, Edinburgh. ISBN 0-85224-292-1. Adelson-Velskiy, G.M., Arlazarov, V.L. and Donskoy, M.V. (1988). Algorithms for Games. Springer-Verlag, New York, NY. ISBN 3-540-96629-3. Adleman, L. (1994). Molecular Computation of Solutions to Combinatorial Problems. Science, Vol. 266. p. 1021. American Association for the Advancement of Science, Washington. ISSN 0036-8075. Ahlswede, R. and Wegener, I. (1979). Suchprobleme. Teubner-Verlag, Stuttgart. Aichholzer, O., Aurenhammer, F., and Werner, T. (2002). Algorithmic Fun: Abalone. Technical report, Institut for Theoretical Computer Science, Graz University of Technology. -
Solving Difficult Game Positions
Solving Difficult Game Positions Solving Difficult Game Positions PROEFSCHRIFT ter verkrijging van de graad van doctor aan de Universiteit Maastricht, op gezag van de Rector Magnificus, Prof. mr. G.P.M.F. Mols, volgens het besluit van het College van Decanen, in het openbaar te verdedigen op woensdag 15 december 2010 om 14.00 uur door Jahn-Takeshi Saito Promotor: Prof. dr. G. Weiss Copromotor: Dr. M.H.M. Winands Dr. ir. J.W.H.M. Uiterwijk Leden van de beoordelingscommissie: Prof. dr. ir. R.L.M. Peeters (voorzitter) Prof. dr. T. Cazenave (Universit´eParis-Dauphine) Prof. dr. M. Gyssens (Universiteit Hasselt / Universiteit Maastricht) Prof. dr. ir. J.C. Scholtes Prof. dr. C. Witteveen (Technische Universiteit Delft) The research has been funded by the Netherlands Organisation for Scientific Research (NWO), in the framework of the project Go for Go, grant number 612.066.409. Dissertation Series No. 2010-49 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: 978-90-8559-164-1 c 2010 J.-T. Saito 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, photo- copying, recording or otherwise, without prior permission of the author. Preface After receiving my Master's degree in Computational Linguistics and Artificial Intel- ligence in Osnabruck,¨ I faced the pleasant choice between becoming a Ph.D. student in Osnabruck¨ or Maastricht. The first option would have led me further into the field of Computational Linguistics. -
Top Women Over 2500 (Just As on the Men's List, FIDE Included Xie Jun and Me While We Are Both Inactive)
Top women over 2500 (just as on the men's list, FIDE included Xie Jun and me while we are both inactive) Rk Name Title Country Rating Games B-Year 1 Polgar, Judit g HUN 2698 0 1976 2 Muzychuk, Anna g SLO 2606 0 1990 3 Hou, Yifan g CHN 2599 0 1994 4 Koneru, Humpy g IND 2593 0 1987 5 Polgar, Zsuzsa g USA 2577 0 1969 6 Xie, Jun g CHN 2574 0 1970 7 Zhao, Xue g CHN 2549 0 1985 8 Dzagnidze, Nana g GEO 2547 0 1987 9 Lahno, Kateryna g UKR 2542 0 1989 10 Ju, Wenjun wg CHN 2528 0 1991 11 Kosintseva, Nadezhda g RUS 2524 9 1985 12 Kosintseva, Tatiana g RUS 2524 9 1986 13 Sebag, Marie g FRA 2521 0 1986 14 Cmilyte, Viktorija g LTU 2520 0 1983 15 Cramling, Pia g SWE 2514 6 1963 16 Zatonskih, Anna m USA 2512 0 1978 17 Gunina, Valentina m RUS 2509 9 1989 18 Khotenashvili, Bela m GEO 2509 0 1988 19 Harika, Dronavalli g IND 2505 18 1991 20 Stefanova, Antoaneta g BUL 2502 0 1979 21 Chiburdanidze, Maia g GEO 2500 0 1961 How to Play Chinese Chess Thursday, March 1, 2012 | BY: THE EDITORS Chinese chess is never going to suddenly make the transition into becoming a cool pastime, but take it from us: Chinese chess is a lot more fun than its moniker at first lets on. Forget all about those boring queens and bishops; in China you get war elephants and flying cannons. -
Artificial Intelligence in Modern Society Michael Holt Murray State University, [email protected]
Murray State's Digital Commons Integrated Studies Center for Adult and Regional Education Spring 2018 Artificial Intelligence in Modern Society Michael Holt Murray State University, [email protected] Follow this and additional works at: https://digitalcommons.murraystate.edu/bis437 Recommended Citation Holt, Michael, "Artificial Intelligence in Modern Society" (2018). Integrated Studies. 138. https://digitalcommons.murraystate.edu/bis437/138 This Thesis is brought to you for free and open access by the Center for Adult and Regional Education at Murray State's Digital Commons. It has been accepted for inclusion in Integrated Studies by an authorized administrator of Murray State's Digital Commons. For more information, please contact [email protected]. Running head: ARTIFICIAL INTELLIGENCE IN MODERN SOCIETY 1 Artificial Intelligence in Modern Society Michael C. Holt Murray State University ARTIFICIAL INTELLIGENCE IN MODERN SOCIETY 2 Abstract Artificial intelligence is progressing rapidly into diverse areas in modern society. AI can be used in several areas such as research in the medical field or creating innovative technology, for instance, autonomous vehicles. Artificial intelligence is used in the medical field to improve the accuracy of programs used for detecting health conditions. AI technology is also used in programs such as Netflix or Spotify. This type of AI will monitor a user’s habits and make recommendations based on their recent activity. Banks use AI systems to monitor activity on members’ accounts to check for identity theft, approve loans and maintain online security. Systems like these can even be found in call centers. These programs analyze a caller’s voice in real time to provide information to the call center which helps them build a faster rapport with the caller. -
Charles Babbage and the “First” Computer Game
“I commenced an examination of a game called 'tit-tat-to'”: Charles Babbage and the “First” Computer Game Devin Monnens 3300 University Blvd Winter Park, FL 32792 303-506-5602 [email protected] ABSTRACT This paper examines Charles Babbage's tic-tac-toe automaton using original notes and sketches taken from Babbage's notebooks. While Babbage's work with games and computers has been mentioned previously by other authors, this is the first attempt to study that work in detail. The paper explains the origins of the automaton, imagines how it would have operated had it been built, describes how it might have functioned, and Babbage's inspirations for building it. The paper concludes with an analysis of Babbage's place in the history of videogames. Keywords Ada Lovelace, Alan Turing, Automata, Bagatelle, Chess, Charles Babbage, Claude Shannon, Computer Chess, El Ajedrecista, John Joseph Merlin, Nim, Nimatron, Ralph Baer, The Turk, Tic-Tac-Toe, Torres y Quevedo, Wolfgang von Kempelen INTRODUCTION The origins of the computer game can be difficult to trace. Before early games such as Pong (1972), Spacewar! (1962), and Tennis for Two (1958), the history of games on computers becomes deeply entangled with experiments in computer chess, Goldsmith and Mann's 1947 patent for a “cathode ray tube amusement device”, and the Nim-playing computer by Westinghouse in 1939. Montfort (2005, p. 76) defines the first computer game as Leonardo Torres y Quevedo's chess-playing automaton (1914). While many of these inventions were not directly tied to the later development of the videogame industry, they stand out as anomalies in mankind's relationship with games and computers.