308 resultados para Chess
Resumo:
Projecte d'adaptació del programa GNU Chess al sistema de grid computing 'Condor'. I amb això, es planteja un estudi sobre els algorismes de cerca i la seva aplicació en entorns distribuïts. Una sèrie de proves sobre unes mostres de una partida d'escacs contra el propi GNU Chess ens ajuden a posar de relleu els avantatges i inconvenients de cada un dels algorismes proposats.
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Aquesta memòria descriu el projecte de final de carrera anomenat "Disseny d’un Battle Chess 3D (2)", que tracta de la creació, modelat i animació de peces per a un joc d’escacs en 3 dimensions amb certes temàtiques, i que posteriorment s’integren amb el projecte "Disseny d’un Battle Chess 3D (1)" per a formar un joc interactiu d’escacs en un applet de Java. Es descriuen les eines utilitzades, les fases de creació, tècniques simbòliques, mètodes més emprats, proves sotmeses, limitacions, i finalment s’arriba una conclusió de treball aconseguit.
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Aquest document detalla la feina que s'ha dut a terme per desenvolupar el projecte Open Chess Game Analyzer. La finalitat del mateix és desenvolupar un aplicatiu lliure que sigui capaç d'analitzar partides d'escacs a partir d'un fitxer PGN.
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Resumen basado en el de la publicaci??n
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Evaluating agents in decision-making applications requires assessing their skill and predicting their behaviour. Both are well developed in Poker-like situations, but less so in more complex game and model domains. This paper addresses both tasks by using Bayesian inference in a benchmark space of reference agents. The concepts are explained and demonstrated using the game of chess but the model applies generically to any domain with quantifiable options and fallible choice. Demonstration applications address questions frequently asked by the chess community regarding the stability of the rating scale, the comparison of players of different eras and/or leagues, and controversial incidents possibly involving fraud. The last include alleged under-performance, fabrication of tournament results, and clandestine use of computer advice during competition. Beyond the model world of games, the aim is to improve fallible human performance in complex, high-value tasks.
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With 6-man Chess essentially solved, the available 6-man Endgame Tables (EGTs) have been scanned for zugzwang positions where, unusually, having the move is a disadvantage. Review statistics together with some highlights and positions are provided here: the complete information is available on the ICGA website. An outcome of the review is the observation that the definition of zugzwang should be revisited, if only because the presence of en passant capture moves gives rise to three new, asymmetric types of zugzwang.
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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.
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While Nalimov’s endgame tables for Western Chess are the most used today, their Depth-to-Mate metric is not the most efficient or effective in use. The authors have developed and used new programs to create tables to alternative metrics and recommend better strategies for endgame play.
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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.
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Chess endgame tables should provide efficiently the value and depth of any required position during play. The indexing of an endgame’s positions is crucial to meeting this objective. This paper updates Heinz’ previous review of approaches to indexing and describes the latest approach by the first and third authors. Heinz’ and Nalimov’s endgame tables (EGTs) encompass the en passant rule and have the most compact index schemes to date. Nalimov’s EGTs, to the Distance-to-Mate (DTM) metric, require only 30.6 × 10^9 elements in total for all the 3-to-5-man endgames and are individually more compact than previous tables. His new index scheme has proved itself while generating the tables and in the 1999 World Computer Chess Championship where many of the top programs used the new suite of EGTs.
Resumo:
Chess endgame tables should provide efficiently the value and depth of any required position during play. The indexing of an endgame’s positions is crucial to meeting this objective. This paper updates Heinz’ previous review of approaches to indexing and describes the latest approach by the first and third authors. Heinz’ and Nalimov’s endgame tables (EGTs) encompass the en passant rule and have the most compact index schemes to date. Nalimov’s EGTs, to the Distance-to-Mate (DTM) metric, require only 30.6 × 109 elements in total for all the 3-to-5-man endgames and are individually more compact than previous tables. His new index scheme has proved itself while generating the tables and in the 1999 World Computer Chess Championship where many of the top programs used the new suite of EGTs.
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An examination of the deepest win in KRNKNN in the context of Ken Thompson's results.
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The existence of endgame databases challenges us to extract higher-grade information and knowledge from their basic data content. Chess players, for example, would like simple and usable endgame theories if such holy grail exists: endgame experts would like to provide such insights and be inspired by computers to do so. Here, we investigate the use of artificial neural networks (NNs) to mine these databases and we report on a first use of NNs on KPK. The results encourage us to suggest further work on chess applications of neural networks and other data-mining techniques.