66 resultados para making computer games

em CentAUR: Central Archive University of Reading - UK


Relevância:

90.00% 90.00%

Publicador:

Resumo:

Theorem-proving is a one-player game. The history of computer programs being the players goes back to 1956 and the ‘LT’ LOGIC THEORY MACHINE of Newell, Shaw and Simon. In game-playing terms, the ‘initial position’ is the core set of axioms chosen for the particular logic and the ‘moves’ are the rules of inference. Now, the Univalent Foundations Program at IAS Princeton and the resulting ‘HoTT’ book on Homotopy Type Theory have demonstrated the success of a new kind of experimental mathematics using computer theorem proving.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

The 20th World Computer Chess Championship took place in Yokohama, Japan during August 2013. It was narrowly won by JUNIOR from JONNY with HIARCS, PANDIX, SHREDDER and MERLIN occupying the remaining positions. There are references to the detailed chess biographies of the engines and engine-authors in the Chessprogramming Wiki. The games, occasionally annotated, are available here.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

The assessment of chess players is an increasingly attractive opportunity and an unfortunate necessity. The chess community needs to limit potential reputational damage by inhibiting cheating and unjustified accusations of cheating: there has been a recent rise in both. A number of counter-intuitive discoveries have been made by benchmarking the intrinsic merit of players’ moves: these call for further investigation. Is Capablanca actually, objectively the most accurate World Champion? Has ELO rating inflation not taken place? Stimulated by FIDE/ACP, we revisit the fundamentals of the subject to advance a framework suitable for improved standards of computational experiment and more precise results. Other domains look to chess as the demonstrator of good practice, including the rating of professionals making high-value decisions under pressure, personnel evaluation by Multichoice Assessment and the organization of crowd-sourcing in citizen science projects. The ‘3P’ themes of performance, prediction and profiling pervade all these domains.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

Newborn and Hyatt recently tested the chess-engine CRAFTY on two test sets of 16 positions each. The performance of an engine making greater use of endgame tables (EGTs) is compared with that of CRAFTY. Reference is made to three other articles in which composed positions have been used to test a variety of chess engines. Supporting data here comprises two pgn files, an annotated-pgn file and the original data worksheets used.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

Nine chess programs competed in July 2015 in the ICGA's World Computer Chess Championship at the Computer Science department of Leiden University. This is the official report of the event.

Relevância:

90.00% 90.00%

Publicador:

Resumo:

For the last few years, I have been working on an extensive digital model of ancient Rome as it appeared in the early 4th Century AD. This sort of visualisation lends itself to many applications in diverse fields: I am currently using it for research work into illumination and sightlines in the ancient city, have licensed it for broadcast in TV documentaries and publication in magazines, and am working with a computer games studio to turn it into an online game where players will be able to walk round the streets and buildings of the entire city (when not engaged in trading with or assassinating one another). Later this year I will be making a free online course, or MOOC, about the architecture of ancient Rome, which will largely be illustrated by this model.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

For fifty years, computer chess has pursued an original goal of Artificial Intelligence, to produce a chess-engine to compete at the highest level. The goal has arguably been achieved, but that success has made it harder to answer questions about the relative playing strengths of man and machine. The proposal here is to approach such questions in a counter-intuitive way, handicapping or stopping-down chess engines so that they play less well. The intrinsic lack of man-machine games may be side-stepped by analysing existing games to place computer engines as accurately as possible on the FIDE ELO scale of human play. Move-sequences may also be assessed for likelihood if computer-assisted cheating is suspected.

Relevância:

80.00% 80.00%

Publicador:

Relevância:

80.00% 80.00%

Publicador:

Resumo:

Eugene Nalimov has completed the computation of a set of endgame tables for 6-man chess, and independently, Marc Bourzutschky has completed tables for 3-3 chess and for 4-2 chess where Black is not just ‘KP’. The ICGA salutes both achievements and looks ahead.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

While Nalimov’s endgame tables for Western Chess are the most used today, their Depth-to-Mate metric is not the only one and not the most effective in use. The authors have developed and used new programs to create tables to alternative metrics and recommend better strategies for endgame play.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

A reference model of Fallible Endgame Play has been implemented and exercised with the chess engine WILHELM. Various experiments have demonstrated the value of the model and the robustness of decisions based on it. Experimental results have also been compared with the theoretical predictions of a Markov model of the endgame and found to be in close agreement.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

Heinz recently completed a comprehensive experiment in self-play using the FRITZ chess engine to establish the ‘decreasing returns’ hypothesis with specific levels of statistical confidence. This note revisits the results and recalculates the confidence levels of this and other hypotheses. These appear to be better than Heinz’ initial analysis suggests.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

A reference model of fallible endgame play is defined in terms of a spectrum of endgame players whose play ranges in competence from the optimal to the anti-optimal choice of move. They may be used as suitably skilled practice partners, to assess a player, to differentiate between otherwise equi-optimal moves, to promote or expedite a game result, to run Monte-Carlo simulations, and to identify the difficulty of a position or a whole endgame.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

The ICGA and its members can now communicate with each other and a wider public, as never before. The ICGA website ICGA_W, www.icga.org, will complement the ICGA Journal, providing more space and access to an evolving and wider range of items including both topical news and definitive reference material.

Relevância:

80.00% 80.00%

Publicador:

Resumo:

It is now 32 years since Ströhlein’s pioneering computation of KRKN and ten years since the publication of Nunn’s Secrets of Rook Endings. This book defined a new genre under his authorship and editorship (Nunn, 1992, 1994, 1995; Müller and Lamprecht, 1999, 2001) and has merited a second edition. Now comes the second edition of Secrets of Pawnless Endings.