A New Approach to Draw Detection by Move Repetition in Computer Chess Programming
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UIL Text 111212
UIL Chess Puzzle Solvin g— Fall/Winter District 2016-2017 —Grades 4 and 5 IMPORTANT INSTRUCTIONS: [Test-administrators, please read text in this box aloud.] This is the UIL Chess Puzzle Solving Fall/Winter District Test for grades four and five. There are 20 questions on this test. You have 30 minutes to complete it. All questions are multiple choice. Use the answer sheet to mark your answers. Multiple choice answers pur - posely do not indicate check, checkmate, or e.p. symbols. You will be awarded one point for each correct answer. No deductions will be made for incorrect answers on this test. Finishing early is not rewarded, even to break ties. So use all of your time. Some of the questions may be hard, but all of the puzzles are interesting! Good luck and have fun! If you don’t already know chess notation, reading and referring to the section below on this page will help you. How to read and answer questions on this test Piece Names Each chessman can • To answer the questions on this test, you’ll also be represented need to know how to read chess moves. It’s by a symbol, except for the pawn. simple to do. (Figurine Notation) K King Q • Every square on the board has an “address” Queen R made up of a letter and a number. Rook B Bishop N Knight Pawn a-h (We write the file it’s on.) • To make them easy to read, the questions on this test use the figurine piece symbols on the right, above. -
Learning Long-Term Chess Strategies from Databases
Mach Learn (2006) 63:329–340 DOI 10.1007/s10994-006-6747-7 TECHNICAL NOTE Learning long-term chess strategies from databases Aleksander Sadikov · Ivan Bratko Received: March 10, 2005 / Revised: December 14, 2005 / Accepted: December 21, 2005 / Published online: 28 March 2006 Springer Science + Business Media, LLC 2006 Abstract We propose an approach to the learning of long-term plans for playing chess endgames. We assume that a computer-generated database for an endgame is available, such as the king and rook vs. king, or king and queen vs. king and rook endgame. For each position in the endgame, the database gives the “value” of the position in terms of the minimum number of moves needed by the stronger side to win given that both sides play optimally. We propose a method for automatically dividing the endgame into stages characterised by different objectives of play. For each stage of such a game plan, a stage- specific evaluation function is induced, to be used by minimax search when playing the endgame. We aim at learning playing strategies that give good insight into the principles of playing specific endgames. Games played by these strategies should resemble human expert’s play in achieving goals and subgoals reliably, but not necessarily as quickly as possible. Keywords Machine learning . Computer chess . Long-term Strategy . Chess endgames . Chess databases 1. Introduction The standard approach used in chess playing programs relies on the minimax principle, efficiently implemented by alpha-beta algorithm, plus a heuristic evaluation function. This approach has proved to work particularly well in situations in which short-term tactics are prevalent, when evaluation function can easily recognise within the search horizon the con- sequences of good or bad moves. -
Rules & Regulations for the Candidates Tournament of the FIDE
Rules & regulations for the Candidates Tournament of the FIDE World Championship cycle 2012-2014 1. Organisation 1. 1 The Candidates Tournament to determine the challenger for the 2014 World Chess Championship Match shall be organised in the first quarter of 2014 and represent an integral part of the World Chess Championship regulations for the cycle 2012- 2014. Eight (8) players will participate in the Candidates Tournament and the winner qualifies for the World Chess Championship Match in the first quarter of 2014. 1. 2 Governing Body: the World Chess Federation (FIDE). For the purpose of creating the regulations, communicating with the players and negotiating with the organisers, the FIDE President has nominated a committee, hereby called the FIDE Commission for World Championships and Olympiads (hereinafter referred to as WCOC) 1. 3 FIDE, or its appointed commercial agency, retains all commercial and media rights of the Candidates Tournament, including internet rights. These rights can be transferred to the organiser upon agreement. 1. 4 Upon recommendation by the WCOC, the body responsible for any changes to these Regulations is the FIDE Presidential Board. 1. 5 At any time in the course of the application of these Regulations, any circumstances that are not covered or any unforeseen event shall be referred to the President of FIDE for final decision. 2. Qualification for the 2014 Candidates Tournament The players who qualify for the Candidates Tournament are determined according to the following, in order of priority: 2. 1 World Championship Match 2013 - The player who lost the 2013 World Championship Match qualifies. 2. 2 World Cup 2013 - The two (2) top winners of the World Cup 2013 qualify. -
Chess-Training-Guide.Pdf
Q Chess Training Guide K for Teachers and Parents Created by Grandmaster Susan Polgar U.S. Chess Hall of Fame Inductee President and Founder of the Susan Polgar Foundation Director of SPICE (Susan Polgar Institute for Chess Excellence) at Webster University FIDE Senior Chess Trainer 2006 Women’s World Chess Cup Champion Winner of 4 Women’s World Chess Championships The only World Champion in history to win the Triple-Crown (Blitz, Rapid and Classical) 12 Olympic Medals (5 Gold, 4 Silver, 3 Bronze) 3-time US Open Blitz Champion #1 ranked woman player in the United States Ranked #1 in the world at age 15 and in the top 3 for about 25 consecutive years 1st woman in history to qualify for the Men’s World Championship 1st woman in history to earn the Grandmaster title 1st woman in history to coach a Men's Division I team to 7 consecutive Final Four Championships 1st woman in history to coach the #1 ranked Men's Division I team in the nation pnlrqk KQRLNP Get Smart! Play Chess! www.ChessDailyNews.com www.twitter.com/SusanPolgar www.facebook.com/SusanPolgarChess www.instagram.com/SusanPolgarChess www.SusanPolgar.com www.SusanPolgarFoundation.org SPF Chess Training Program for Teachers © Page 1 7/2/2019 Lesson 1 Lesson goals: Excite kids about the fun game of chess Relate the cool history of chess Incorporate chess with education: Learning about India and Persia Incorporate chess with education: Learning about the chess board and its coordinates Who invented chess and why? Talk about India / Persia – connects to Geography Tell the story of “seed”. -
An Arbiter's Notebook
Fifty-move Confusion Visit Shop.ChessCafe.com for the largest selection of chess books, sets, and clocks in Question Hello, Geurt. Nowadays there is no specific rule for a draw by North America: perpetual check. Yet somehow I remember there being one; where you could claim a draw by showing the arbiter that you could keep checking whatever the opponent did against any legal move. My memory is that the rule was scrapped just a few years ago, because threefold repetition and the fifty-move rule are good enough. After a bit of Googling around, I noticed firstly that the rule was removed much earlier than I could possibly remember (in the fifties?) and secondly that nobody seems to know when exactly it happened. Do you know when the rule was An Arbiter’s removed from the Laws of Chess? Are there older versions of the Laws available online somewhere? Thank you very much, Remco Gerlich Notebook (The Netherlands) Answer I am not sure whether perpetual check was ever included in the Chess Informant 85 Geurt Gijssen Laws of Chess. Kazic’s The Chess Competitor’s Handbook, published in Only .99 cents! 1980, does not mention it. But there is a very interesting item in this Handbook, which was dates back to 1958: FIDE INTERPRETATION ART 12.4 (1958A) Question: Can a player lose the game by exceeding the time-limit when the position is such that no mate is possible, whatever continuation the players may employ (this concerns Part II of the Laws)? Answer: The Commission declares that the Laws must be interpreted in such a way that in this case, as in the case of perpetual check, a draw cannot be decreed against the will of one of the players before the situation in Article 12.4 is attained. -
Kasparov's Nightmare!! Bobby Fischer Challenges IBM to Simul IBM
California Chess Journal Volume 20, Number 2 April 1st 2004 $4.50 Kasparov’s Nightmare!! Bobby Fischer Challenges IBM to Simul IBM Scrambles to Build 25 Deep Blues! Past Vs Future Special Issue • Young Fischer Fires Up S.F. • Fischer commentates 4 Boyscouts • Building your “Super Computer” • Building Fischer’s Dream House • Raise $500 playing chess! • Fischer Articles Galore! California Chess Journal Table of Con tents 2004 Cal Chess Scholastic Championships The annual scholastic tourney finishes in Santa Clara.......................................................3 FISCHER AND THE DEEP BLUE Editor: Eric Hicks Contributors: Daren Dillinger A miracle has happened in the Phillipines!......................................................................4 FM Eric Schiller IM John Donaldson Why Every Chess Player Needs a Computer Photographers: Richard Shorman Some titles speak for themselves......................................................................................5 Historical Consul: Kerry Lawless Founding Editor: Hans Poschmann Building Your Chess Dream Machine Some helpful hints when shopping for a silicon chess opponent........................................6 CalChess Board Young Fischer in San Francisco 1957 A complet accounting of an untold story that happened here in the bay area...................12 President: Elizabeth Shaughnessy Vice-President: Josh Bowman 1957 Fischer Game Spotlight Treasurer: Richard Peterson One game from the tournament commentated move by move.........................................16 Members at -
Extended Null-Move Reductions
Extended Null-Move Reductions Omid David-Tabibi1 and Nathan S. Netanyahu1,2 1 Department of Computer Science, Bar-Ilan University, Ramat-Gan 52900, Israel [email protected], [email protected] 2 Center for Automation Research, University of Maryland, College Park, MD 20742, USA [email protected] Abstract. In this paper we review the conventional versions of null- move pruning, and present our enhancements which allow for a deeper search with greater accuracy. While the conventional versions of null- move pruning use reduction values of R ≤ 3, we use an aggressive re- duction value of R = 4 within a verified adaptive configuration which maximizes the benefit from the more aggressive pruning, while limiting its tactical liabilities. Our experimental results using our grandmaster- level chess program, Falcon, show that our null-move reductions (NMR) outperform the conventional methods, with the tactical benefits of the deeper search dominating the deficiencies. Moreover, unlike standard null-move pruning, which fails badly in zugzwang positions, NMR is impervious to zugzwangs. Finally, the implementation of NMR in any program already using null-move pruning requires a modification of only a few lines of code. 1 Introduction Chess programs trying to search the same way humans think by generating “plausible” moves dominated until the mid-1970s. By using extensive chess knowledge at each node, these programs selected a few moves which they consid- ered plausible, and thus pruned large parts of the search tree. However, plausible- move generating programs had serious tactical shortcomings, and as soon as brute-force search programs such as Tech [17] and Chess 4.x [29] managed to reach depths of 5 plies and more, plausible-move generating programs fre- quently lost to brute-force searchers due to their tactical weaknesses. -
{Download PDF} Kasparov Versus Deep Blue : Computer Chess
KASPAROV VERSUS DEEP BLUE : COMPUTER CHESS COMES OF AGE PDF, EPUB, EBOOK Monty Newborn | 322 pages | 31 Jul 2012 | Springer-Verlag New York Inc. | 9781461274773 | English | New York, NY, United States Kasparov versus Deep Blue : Computer Chess Comes of Age PDF Book In terms of human comparison, the already existing hierarchy of rated chess players throughout the world gave engineers a scale with which to easily and accurately measure the success of their machine. This was the position on the board after 35 moves. Nxh5 Nd2 Kg4 Bc7 Famously, the mechanical Turk developed in thrilled and confounded luminaries as notable as Napoleon Bonaparte and Benjamin Franklin. Kf1 Bc3 Deep Blue. The only reason Deep Blue played in that way, as was later revealed, was because that very same day of the game the creators of Deep Blue had inputted the variation into the opening database. KevinC The allegation was that a grandmaster, presumably a top rival, had been behind the move. When it's in the open, anyone could respond to them, including people who do understand them. Qe2 Qd8 Bf3 Nd3 IBM Research. Nearly two decades later, the match still fascinates This week Time Magazine ran a story on the famous series of matches between IBM's supercomputer and Garry Kasparov. Because once you have an agenda, where does indifference fit into the picture? Raa6 Ba7 Black would have acquired strong counterplay. In fact, the first move I looked at was the immediate 36 Be4, but in a game, for the same safety-first reasons the black counterplay with a5 I might well have opted for 36 axb5. -
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. -
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]. -
A More Human Way to Play Computer Chess
DCS 17 January 2019 A More Human Way to Play Computer Chess Kieran Greer, Distributed Computing Systems, Belfast, UK. http://distributedcomputingsystems.co.uk Version 1.1 Abstract— This paper suggests a forward-pruning technique for computer chess that uses ‘Move Tables’, which are like Transposition Tables, but for moves not positions. They use an efficient memory structure and has put the design into the context of long and short-term memories. The long-term memory updates a play path with weight reinforcement, while the short-term memory can be immediately added or removed. With this, ‘long branches’ can play a short path, before returning to a full search at the resulting leaf nodes. Re-using an earlier search path allows the tree to be forward-pruned, which is known to be dangerous, because it removes part of the search process. Additional checks are therefore made and moves can even be re-added when the search result is unsatisfactory. Automatic feature analysis is now central to the algorithm, where key squares and related squares can be generated automatically and used to guide the search process. Using this analysis, if a search result is inferior, it can re-insert un-played moves that cover these key squares only. On the tactical side, a type of move that the forward-pruning will fail on is recognised and a pattern-based solution to that problem is suggested. This has completed the theory of an earlier paper and resulted in a more human-like approach to searching for a chess move. Tests demonstrate that the obvious blunders associated with forward pruning are no longer present and that it can compete at the top level with regard to playing strength. -
FIDE Arbiters´Magazine – September 2018
CONTENTS Introduction from FIDE Arbiters Commission Chairman ................................................3 ’ Article 1: Changes Regarding Rapid/Blitz Illegal Moves..................................................4 Cases drawn from recent events and Arbiter reports: A) Case A: Illegal Positions in Rapid-Blitz...............................................................................6 B) Case B: Fivefold Draw After Checkmate ......................................................................8 C) Case C: Postgame Clock Complaint ...............................................................................9 D) Case D: Miscellaneous End of Games...........................................................................10 The photos of the Magazine are courtesy of IM Anastazia Karlovich, FIDE Press Officer. The edition was compiled by IA E. Saltamara (GRE). Introduction Introduction from FIDE Arbiters Commission Chairman ’ Dear friends, The FIDE Arbiters Commission has the pleasure to publish the 7th issue of the ’ Arbiters Magazine. ’ We continue our effort to provide Arbiters all over the world with necessary knowledge and information coming from real incidents that happened during recent tournaments, and thus making Arbiters better in exercising their duties. Many thanks belong to the Secretary of the FIDE Arbiters Commission IA Aris ’ Marghetis, who was responsible for this 7th issue of the Arbiters’ Magazine, as he was for all the previous issues. We would like once more to invite the Arbiters the players, the Officials,