906 resultados para Chess players


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Some 50,000 Win Studies in Chess challenge White to find an effectively unique route to a win. Judging the impact of less than absolute uniqueness requires both technical analysis and artistic judgment. Here, for the first time, an algorithm is defined to help analyse uniqueness in endgame positions objectively. The key idea is to examine how critical certain positions are to White in achieving the win. The algorithm uses sub-n-man endgame tables (EGTs) for both Chess and relevant, adjacent variants of Chess. It challenges authors of EGT generators to generalise them to create EGTs for these chess variants. It has already proved efficient and effective in an implementation for Starchess, itself a variant of chess. The approach also addresses a number of similar questions arising in endgame theory, games and compositions.

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An exploration of the stage adaptations of Beckett's fictional texts by the New York based Mabou Mines theatre company.

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This spreadsheet contains key data about that part of the endgame of Western Chess for which Endgame Tables (EGTs) have been generated by computer. It is derived from the EGT work since 1969 of Thomas Ströhlein, Ken Thompson, Christopher Wirth, Eugene Nalimov, Marc Bourzutschky, John Tamplin and Yakov Konoval. The data includes %s of wins, draws and losses (wtm and btm), the maximum and average depths of win under various metrics (DTC = Depth to Conversion, DTM = Depth to Mate, DTZ = Depth to Conversion or Pawn-push), and examples of positions of maximum depth. It is essentially about sub-7-man Chess but is updated as news comes in of 7-man EGT computations.

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This data is derived from Eugene Nalimov's Depth-to-Mate Endgame Tables for Western Chess. While having the move is normally advantageous, there are positions where the side-to-move would have a better theoretical result if it were the other side to move. These are (Type A) 'zugzwang' positions where the 'obligation to act' is unwelcome. This data provides lists of all zugzwangs in sub-7-man chess, and summary data about those sets of zugzwangs including exemplar zugzwangs of maximum depth.

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This article reviews the KQPKQP endgame of the ROOKIE-BARON game of the World Computer Chess Championship, 2011. It also reviews the decisive KRNPKBP endgame in the second Anand-Gelfand rapid game of the World Chess Championship 2012. There is a review of parts 2-3 of the Bourzutschky-Konoval 7-man endgame series in EG, of the new endgame software tool FinalGen, and of the 'Lomonosov' endgame table generation programme in Moscow.

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This paper proposes and demonstrates an approach, Skilloscopy, to the assessment of decision makers. In an increasingly sophisticated, connected and information-rich world, decision making is becoming both more important and more difficult. At the same time, modelling decision-making on computers is becoming more feasible and of interest, partly because the information-input to those decisions is increasingly on record. The aims of Skilloscopy are to rate and rank decision makers in a domain relative to each other: the aims do not include an analysis of why a decision is wrong or suboptimal, nor the modelling of the underlying cognitive process of making the decisions. In the proposed method a decision-maker is characterised by a probability distribution of their competence in choosing among quantifiable alternatives. This probability distribution is derived by classic Bayesian inference from a combination of prior belief and the evidence of the decisions. Thus, decision-makers’ skills may be better compared, rated and ranked. The proposed method is applied and evaluated in the gamedomain of Chess. A large set of games by players across a broad range of the World Chess Federation (FIDE) Elo ratings has been used to infer the distribution of players’ rating directly from the moves they play rather than from game outcomes. Demonstration applications address questions frequently asked by the Chess community regarding the stability of the Elo rating scale, the comparison of players of different eras and/or leagues, and controversial incidents possibly involving fraud. The method of Skilloscopy may be applied in any decision domain where the value of the decision-options can be quantified.

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This review starts with a demonstration of the power of FinalGen and the new Lomonosov 7-man endgame tables, each giving an alternative 'bionic' ending to the 'five Queens' Hao-Carlsen (Tata Chess 2013) game. The completion of the Lomonosov 7-man DTM EGTs is announced. The final two parts of the Bourzutschky-Konoval 7-man-chess series in EG are summarised.

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Three topics are discussed. First, an issue in the epistemology of computer simulation - that of the chess endgame 'becoming' what computer-generated data says it is. Secondly, the endgames of the longest known games are discussed, and the concept of a Bionic Game is defined. Lastly, the set of record-depth positions published by Bourzutschky and Konoval are evaluated by the new MVL tables in Moscow - alongside the deepest known mate of 549 moves.

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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.

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The 3rd World Chess Software Championship took place in Yokohama, Japan during August 2013. It pits chess engines against each other on a common hardware platform - in this instance, the Intel i7 2740 Ivy Bridge with 16GB RAM supporting a potential eight processing threads. It was narrowly won by HIARCS from JUNIOR and PANDIX with JONNY, SHREDDER and MERLIN taking the remaining places. Games, occasionally annotated, are available here.

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This note defines what it means by the 'chess endgame' and looks at the frequency of sub-n-man and 'FinalGen' positions in games and studies and in the FIDE 2013 World Cup. It includes the exposition of the DTM-minimaxing line from one of the three DTM-deepest known (KQPKRBN) positions. It refines the definitions of 'longest game' and 'bionic game'. The games of the FIDE 2013 World Cup and the longest known decisive game are available here.

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This dataset is an evolving collection of chess endgame record scenarios illustrating the extremes of the game including the deepest positions in various metrics. Optimal lines in consonant strategies are given and annotated. The two attached files are (a) a pgn file of the chess positions and lines, and (b) an annotated version of the pgn file.

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This note includes some endgame reflections on the last World Chess Championship, an update on the search for the longest decisive games between computers, and a brief mention of the sets of endgame table (EGT) statistics recently received from Yakov Konoval (2013) and from Victor Zakharov (2013) for the Lomonosov team.

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This paper notes FIDE's 75-move rule (9.6b) and suggests some implications. It reviews two endgame-table initiatives associated with the 50-move rule. One is Huntington's mainly sub-6-man multi-valued DTM50 EGTs implemented in HASKELL. The other is Ronald de Man's WDL' and DTZ50' EGTs which introduce a 5-way evaluation of positions, and ascribe a depth to decisive positions which are not 50-move-rule wins or losses. There is also some first detail about the Lomonosov '7-man DTM EGT' team, and comments on reactions to 'Haworth's Law'.