940 resultados para Computer Games
Resumo:
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.
Resumo:
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.
Resumo:
The 'Turing 100' Conference in Manchester was the main event of the Turing Centenary Year in 2012. This is a report and reflection on Kasparov's popular talk. Within it, he explained how Turing and influenced computer chess, his career and the chess community. Kasparov also played Chessbase's 'TURING' emulation of Turing's second paper chess engine, here labelled 'AT2'. Quasi Turing-tests, computer contributions to world championship chess, and suspected cheating in chess are also mentioned.
Resumo:
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.
Resumo:
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.
Resumo:
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.
Resumo:
The focus here is on the influence of the endgame KRPKBP on endgames featuring duels between rook and bishop. We take advantage of the range of endgame tablebases and tools now available to ratify and extend previous analyses of five examples, including the conclusion of the justly famous 1979 Rio Interzonal game, Timman-Velimirović. The tablebases show that they can help us understand the hidden depths of the chess endgame, that the path to the draw here is narrower than expected, that chess engines without tablebases still do not find all the wins, and that there are further surprises in store when more pawns are added.
Resumo:
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.
Resumo:
The maximum 'Depth to Mate' (DTM(k)) data for k-man chess, k = 3-7, is now available: log(maxDTM(k)) demonstrates quasi-linear behaviour. This note predicts maxDTM for 8- to 10-man chess and the two-sigma distributions around these figures. 'Haworth's Law' is the conjecture that maxDTM will continue to demonstrate this behaviour for some time to come. The supporting datafile is a pgn of maxDTM positions, each having a DTM-minimaxing line of play from it to 'mate'.
Resumo:
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'.
Resumo:
The DTZ metric indicates the minimaxed 'Depth To Zeroing of the ply-count' for decisive positions. Ronald de Man's DTZ50' metric is a variant of the DTZ metric as moderated by the FIDE 50-move draw-claim rule. DTZ50'-depths are given to '50-move-rule draws' as well as to unconditionally decisive positions. This note defines a two-dimensional taxonomy of positions implicitly defined by DTZ50'. 'Decisive' positions may have values of (wins/losses) v =1/-1 or v = 2/-2. A position's depth in the new DTZ50' metric may be greater than, equal to or less than its DTZ depth. The six parts of the taxonomy are examined in detail, and illustrated by some 40 positions and 16 lines. Positions, lines and the annotation of these lines are supplied in the ancillary data files.
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This note investigates the recently revived proposal that the stalemated side should lose, and comments further on the information provided by the FRITZ14 interface to Ronald de Man’s DTZ50' EGTs. The history of stalemate is convoluted, and there is an argument for computing chess endgame tables to revised rules to examine the impact of any change. The FRITZ14 interface to the DTZ50' EGTs exhibits residual 'one-out' and end-of-phase errors. Example positions are provided to illustrate the stalemate and the DTZ50' issues described.
Resumo:
The most popular endgame tables (EGTs) documenting ‘DTM’ Depth to Mate in chess endgames are those of Eugene Nalimov but these do not recognise the FIDE 50-move rule ‘50mr’. This paper marks the creation by the first author of EGTs for sub-6-man (s6m) chess and beyond which give DTM as affected by the ply count pc. The results are put into the context of previous work recognising the 50mr and are compared with the original unmoderated DTM results. The work is also notable for being the first EGT generation work to use the functional programming language HASKELL.
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.
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.