A Mathematical Analysis of the Game of Chess
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Fide Online Chess Regulations
Annex 6.4 FIDE ONLINE CHESS REGULATIONS Introduction The FIDE Online Chess Regulations are intended to cover all competitions where players play on the virtual chessboard and transmit moves via the internet. Wherever possible, these Regulations are intended to be identical to the FIDE Laws of Chess and related FIDE competition regulations. They are intended for use by players and arbiters in official FIDE online competitions, and as a technical specification for online chess platforms hosting these competitions. These Regulations cannot cover all possible situations that may arise during a competition, but it should be possible for an arbiter with the necessary competence, sound judgment, and objectivity, to arrive at the correct decision based on his/her understanding of these Regulations. Annex 6.4 Contents Introduction ..................................................................................................................................... 1 Part I: Basic Rules of Play ................................................................................................................. 3 Article 1: Application of the FIDE Laws of Chess .............................................................................. 3 Part II: Online Chess Rules ............................................................................................................... 3 Article 2: Playing Zone ................................................................................................................... 3 Article 3: Moving the Pieces on -
A Combinatorial Game Theoretic Analysis of Chess Endgames
A COMBINATORIAL GAME THEORETIC ANALYSIS OF CHESS ENDGAMES QINGYUN WU, FRANK YU,¨ MICHAEL LANDRY 1. Abstract In this paper, we attempt to analyze Chess endgames using combinatorial game theory. This is a challenge, because much of combinatorial game theory applies only to games under normal play, in which players move according to a set of rules that define the game, and the last player to move wins. A game of Chess ends either in a draw (as in the game above) or when one of the players achieves checkmate. As such, the game of chess does not immediately lend itself to this type of analysis. However, we found that when we redefined certain aspects of chess, there were useful applications of the theory. (Note: We assume the reader has a knowledge of the rules of Chess prior to reading. Also, we will associate Left with white and Right with black). We first look at positions of chess involving only pawns and no kings. We treat these as combinatorial games under normal play, but with the modification that creating a passed pawn is also a win; the assumption is that promoting a pawn will ultimately lead to checkmate. Just using pawns, we have found chess positions that are equal to the games 0, 1, 2, ?, ", #, and Tiny 1. Next, we bring kings onto the chessboard and construct positions that act as game sums of the numbers and infinitesimals we found. The point is that these carefully constructed positions are games of chess played according to the rules of chess that act like sums of combinatorial games under normal play. -
Computer Analysis of World Chess Champions 65
Computer Analysis of World Chess Champions 65 COMPUTER ANALYSIS OF WORLD CHESS CHAMPIONS1 Matej Guid2 and Ivan Bratko2 Ljubljana, Slovenia ABSTRACT Who is the best chess player of all time? Chess players are often interested in this question that has never been answered authoritatively, because it requires a comparison between chess players of different eras who never met across the board. In this contribution, we attempt to make such a comparison. It is based on the evaluation of the games played by the World Chess Champions in their championship matches. The evaluation is performed by the chess-playing program CRAFTY. For this purpose we slightly adapted CRAFTY. Our analysis takes into account the differences in players' styles to compensate the fact that calm positional players in their typical games have less chance to commit gross tactical errors than aggressive tactical players. Therefore, we designed a method to assess the difculty of positions. Some of the results of this computer analysis might be quite surprising. Overall, the results can be nicely interpreted by a chess expert. 1. INTRODUCTION Who is the best chess player of all time? This is a frequently posed and interesting question, to which there is no well founded, objective answer, because it requires a comparison between chess players of different eras who never met across the board. With the emergence of high-quality chess programs a possibility of such an objective comparison arises. However, so far computers were mostly used as a tool for statistical analysis of the players' results. Such statistical analyses often do neither reect the true strengths of the players, nor do they reect their quality of play. -
Clues About Bluffing in Clue: Is Conventional Wisdom Wise?
Digital Commons @ George Fox University Faculty Publications - Department of Electrical Department of Electrical Engineering and Engineering and Computer Science Computer Science 2019 Clues About Bluffing in Clue: Is Conventional Wisdom Wise? David Hansen Kyle D. Hansen Follow this and additional works at: https://digitalcommons.georgefox.edu/eecs_fac Part of the Engineering Commons Clues About Bluffing in Clue : Is Conventional Wisdom Wise? David M. Hansen Affiliate Member, IEEE1, Kyle D. Hansen2 1College of Engineering, George Fox University, Newberg, OR, USA 2Westmont College, Santa Barabara, CA, USA We have used the board game Clue as a pedagogical tool in our course on Artificial Intelligence to teach formal logic through the development of logic-based computational game-playing agents. The development of game-playing agents allows us to experimentally test many game-play strategies and we have encountered some surprising results that refine “conventional wisdom” for playing Clue. In this paper we consider the effect of the oft-used strategy wherein a player uses their own cards when making suggestions (i.e., “bluffing”) early in the game to mislead other players or to focus on acquiring a particular kind of knowledge. We begin with an intuitive argument against this strategy together with a quantitative probabilistic analysis of this strategy’s cost to a player that both suggest “bluffing” should be detrimental to winning the game. We then present our counter-intuitive simulation results from playing computational agents that “bluff” against those that do not that show “bluffing” to be beneficial. We conclude with a nuanced assessment of the cost and benefit of “bluffing” in Clue that shows the strategy, when used correctly, to be beneficial and, when used incorrectly, to be detrimental. -
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. -
History of the World Rulebook
TM RULES OF PLAY Introduction Components “With bronze as a mirror, one can correct one’s appearance; with history as a mirror, one can understand the rise and fall of a state; with good men as a mirror, one can distinguish right from wrong.” – Emperor Taizong of the Tang Dynasty History of the World takes 3–6 players on an epic ride through humankind’s history. From the dawn of civilization to the twentieth century, you will witness humanity in all its majesty. Great minds work toward technological advances, ambitious leaders inspire their 1 Game Board 150 Armies citizens, and unpredictable calamities occur—all amid the rise and fall (6 colors, 25 of each) of empires. A game consists of five epochs of time, in which players command various empires at the height of their power. During your turn, you expand your empire across the globe, gaining points for your conquests. Forge many a prosperous empire and defeat your adversaries, for at the end of the game, only the player with the most 24 Capitols/Cities 20 Monuments (double-sided) points will have his or her immortal name etched into the annals of history! Catapult and Fort Assembly Note: The lighter-colored sides of the catapult should always face upward and outward. 14 Forts 1 Catapult Egyptians Ramesses II (1279–1213 BCE) WEAPONRY I EPOCH 4 1500–450 BCE NILE Sumerians 3 Tigris – Empty Quarter Egyptians 4 Nile Minoans 3 Crete – Mediterranean Sea Hittites 4 Anatolia During this turn, when you fight a battle, Assyrians 6 Pyramids: Build 1 monument for every Mesopotamia – Empty Quarter 1 resource icon (instead of every 2). -
Mathematical Analysis of the Accordion Grating Illusion: a Differential Geometry Approach to Introduce the 3D Aperture Problem
Neural Networks 24 (2011) 1093–1101 Contents lists available at SciVerse ScienceDirect Neural Networks journal homepage: www.elsevier.com/locate/neunet Mathematical analysis of the Accordion Grating illusion: A differential geometry approach to introduce the 3D aperture problem Arash Yazdanbakhsh a,b,∗, Simone Gori c,d a Cognitive and Neural Systems Department, Boston University, MA, 02215, United States b Neurobiology Department, Harvard Medical School, Boston, MA, 02115, United States c Universita' degli studi di Padova, Dipartimento di Psicologia Generale, Via Venezia 8, 35131 Padova, Italy d Developmental Neuropsychology Unit, Scientific Institute ``E. Medea'', Bosisio Parini, Lecco, Italy article info a b s t r a c t Keywords: When an observer moves towards a square-wave grating display, a non-rigid distortion of the pattern Visual illusion occurs in which the stripes bulge and expand perpendicularly to their orientation; these effects reverse Motion when the observer moves away. Such distortions present a new problem beyond the classical aperture Projection line Line of sight problem faced by visual motion detectors, one we describe as a 3D aperture problem as it incorporates Accordion Grating depth signals. We applied differential geometry to obtain a closed form solution to characterize the fluid Aperture problem distortion of the stripes. Our solution replicates the perceptual distortions and enabled us to design a Differential geometry nulling experiment to distinguish our 3D aperture solution from other candidate mechanisms (see Gori et al. (in this issue)). We suggest that our approach may generalize to other motion illusions visible in 2D displays. ' 2011 Elsevier Ltd. All rights reserved. 1. Introduction need for line-ends or intersections along the lines to explain the illusion. -
Of Kings and Pawns
OF KINGS AND PAWNS CHESS STRATEGY IN THE ENDGAME ERIC SCHILLER Universal Publishers Boca Raton • 2006 Of Kings and Pawns: Chess Strategy in the Endgame Copyright © 2006 Eric Schiller All rights reserved. Universal Publishers Boca Raton , Florida USA • 2006 ISBN: 1-58112-909-2 (paperback) ISBN: 1-58112-910-6 (ebook) Universal-Publishers.com Preface Endgames with just kings and pawns look simple but they are actually among the most complicated endgames to learn. This book contains 26 endgame positions in a unique format that gives you not only the starting position, but also a critical position you should use as a target. Your workout consists of looking at the starting position and seeing if you can figure out how you can reach the indicated target position. Although this hint makes solving the problems easier, there is still plenty of work for you to do. The positions have been chosen for their instructional value, and often combined many different themes. You’ll find examples of the horse race, the opposition, zugzwang, stalemate and the importance of escorting the pawn with the king marching in front, among others. When you start out in chess, king and pawn endings are not very important because usually there is a great material imbalance at the end of the game so one side is winning easily. However, as you advance through chess you’ll find that these endgame positions play a great role in determining the outcome of the game. It is critically important that you understand when a single pawn advantage or positional advantage will lead to a win and when it will merely wind up drawn with best play. -
French Revolution Board Game
Name ____________________________ Block ___________ French Revolution Board Game With so much happening and so many twists and turns, it is hard not to compare the French Revolution to an awesome history-based board game. Luckily, you get the opportunity to make one! Your task is to create a board game that is fun to play, and teaches players about the French Revolution (even if they don’t know they are learning). Your game should cover the events from the meeting of the Three Estates in 1789 to the Congress of Vienna in 1815. You may make up an entirely new game or start with an existing game and modify the set up. Some possibilities: • Change a Monopoly board so that the properties and pieces fit the French Revolution and not beachfront gambling towns. • Revisit the game of Life with revolutionary tracks rather than career choices. • Trivia-based game where number of moves is based on answering questions. • Revise Chutes and Ladders to reflect the changes in France during the Revolution. Rubric DOES NOT MEET CRITERIA EXCELLENT ADEQUATE SCORE EXPECTATIONS Relates clearly to each Misses some phases or Game does not relate to Information phase of the French key people and events, the French Revolution ___/25 Revolution with but uses some French except in name only. accurate information. Revolution ideas. Includes all parts* and Instructions are unclear Not a playable game. Playability is ready to be played. or not included. Missing necessary pieces or not ___/25 enough cards for full game. Creatively modifies all Basic structure of the Simply makes name Attention to elements of gameplay original game is the changes to an existing Detail and set up for a same, with some game or makes few ___/25 complete French relevant modifications efforts to creatively Revolution experience. -
Call Numbers
Call numbers: It is our recommendation that libraries NOT put J, +, E, Ref, etc. in the call number field in front of the Dewey or other call number. Use the Home Location field to indicate the collection for the item. It is difficult if not impossible to sort lists if the call number fields aren’t entered systematically. Dewey Call Numbers for Non-Fiction Each library follows its own practice for how long a Dewey number they use and what letters are used for the author’s name. Some libraries use a number (Cutter number from a table) after the letters for the author’s name. Other just use letters for the author’s name. Call Numbers for Fiction For fiction, the call number is usually the author’s Last Name, First Name. (Use a comma between last and first name.) It is usually already in the call number field when you barcode. Call Numbers for Paperbacks Each library follows its own practice. Just be consistent for easier handling of the weeding lists. WCTS libraries should follow the format used by WCTS for the items processed by them for your library. Most call numbers are either the author’s name or just the first letters of the author’s last name. Please DO catalog your paperbacks so they can be shared with other libraries. Call Numbers for Magazines To get the call numbers to display in the correct order by date, the call number needs to begin with the date of the issue in a number format, followed by the issue in alphanumeric format. -
Chess Openings
Chess Openings PDF generated using the open source mwlib toolkit. See http://code.pediapress.com/ for more information. PDF generated at: Tue, 10 Jun 2014 09:50:30 UTC Contents Articles Overview 1 Chess opening 1 e4 Openings 25 King's Pawn Game 25 Open Game 29 Semi-Open Game 32 e4 Openings – King's Knight Openings 36 King's Knight Opening 36 Ruy Lopez 38 Ruy Lopez, Exchange Variation 57 Italian Game 60 Hungarian Defense 63 Two Knights Defense 65 Fried Liver Attack 71 Giuoco Piano 73 Evans Gambit 78 Italian Gambit 82 Irish Gambit 83 Jerome Gambit 85 Blackburne Shilling Gambit 88 Scotch Game 90 Ponziani Opening 96 Inverted Hungarian Opening 102 Konstantinopolsky Opening 104 Three Knights Opening 105 Four Knights Game 107 Halloween Gambit 111 Philidor Defence 115 Elephant Gambit 119 Damiano Defence 122 Greco Defence 125 Gunderam Defense 127 Latvian Gambit 129 Rousseau Gambit 133 Petrov's Defence 136 e4 Openings – Sicilian Defence 140 Sicilian Defence 140 Sicilian Defence, Alapin Variation 159 Sicilian Defence, Dragon Variation 163 Sicilian Defence, Accelerated Dragon 169 Sicilian, Dragon, Yugoslav attack, 9.Bc4 172 Sicilian Defence, Najdorf Variation 175 Sicilian Defence, Scheveningen Variation 181 Chekhover Sicilian 185 Wing Gambit 187 Smith-Morra Gambit 189 e4 Openings – Other variations 192 Bishop's Opening 192 Portuguese Opening 198 King's Gambit 200 Fischer Defense 206 Falkbeer Countergambit 208 Rice Gambit 210 Center Game 212 Danish Gambit 214 Lopez Opening 218 Napoleon Opening 219 Parham Attack 221 Vienna Game 224 Frankenstein-Dracula Variation 228 Alapin's Opening 231 French Defence 232 Caro-Kann Defence 245 Pirc Defence 256 Pirc Defence, Austrian Attack 261 Balogh Defense 263 Scandinavian Defense 265 Nimzowitsch Defence 269 Alekhine's Defence 271 Modern Defense 279 Monkey's Bum 282 Owen's Defence 285 St. -
Gradient Play in N-Cluster Games with Zero-Order Information
Gradient Play in n-Cluster Games with Zero-Order Information Tatiana Tatarenko, Jan Zimmermann, Jurgen¨ Adamy Abstract— We study a distributed approach for seeking a models, each agent intends to find a strategy to achieve a Nash equilibrium in n-cluster games with strictly monotone Nash equilibrium in the resulting n-cluster game, which is mappings. Each player within each cluster has access to the a stable state that minimizes the cluster’s cost functions in current value of her own smooth local cost function estimated by a zero-order oracle at some query point. We assume the response to the actions of the agents from other clusters. agents to be able to communicate with their neighbors in Continuous time algorithms for the distributed Nash equi- the same cluster over some undirected graph. The goal of libria seeking problem in multi-cluster games were proposed the agents in the cluster is to minimize their collective cost. in [17]–[19]. The paper [17] solves an unconstrained multi- This cost depends, however, on actions of agents from other cluster game by using gradient-based algorithms, whereas the clusters. Thus, a game between the clusters is to be solved. We present a distributed gradient play algorithm for determining works [18] and [19] propose a gradient-free algorithm, based a Nash equilibrium in this game. The algorithm takes into on zero-order information, for seeking Nash and generalized account the communication settings and zero-order information Nash equilibria respectively. In discrete time domain, the under consideration. We prove almost sure convergence of this work [5] presents a leader-follower based algorithm, which algorithm to a Nash equilibrium given appropriate estimations can solve unconstrained multi-cluster games in linear time.