computer chess
Recently Published Documents


TOTAL DOCUMENTS

397
(FIVE YEARS 23)

H-INDEX

7
(FIVE YEARS 2)

2021 ◽  
Vol 58 (2) ◽  
pp. 95-112
Author(s):  
Pavel N. Baryshnikov ◽  

This review article reveals the structural components of the chess metaphor, which represent in an unusual perspective the properties of a linguistic sign and its connection with mental processes. Strict rule-following and the conventionality of the material plane of expression turn chess into a convenient illustration of a universal linguistic structure. Particular attention is paid to the computer profile of the chess metaphor, since it reflects a whole complex of philosophical problems of computer science about mind, thinking and intelligence. In the proposed paper, the presentation of most of the material is based on the works of F. de Saussure, L. Hjelmslev, L. Wittgenstein and their interpreters, in whose texts an obvious important place is occupied by chess analogies and theoretical conclusions initiated by them. First we investigate chess metaphor in the context of language and speech structures. Next, we analyze the "chess track" in the problem of individual language and the rule-following problem. The final part is devoted to the technical elements of computer chess and the influence of this area of computer science on some of the points of cognitive theories of language and mind. The author of the article emphasizes a nontrivial transformation of the conceptual content of the chess metaphor, which indicates the evolution of computational tendencies in modern theories about language and mind. The article substantiates the thesis that the traditional chess metaphor used in the XX century in the philosophical investigation of language and mind, today it takes on a realization in the framework of computer models of the chess game. Machine deep learning can significantly expand the horizon of computability. Game interaction makes it possible to ascribe the elements of intentional content to machine functions. Nevertheless, all the argumentation in the work is aimed at proving that the rules governing language and mind are rules different from the rules of computer intelligence.


ICGA Journal ◽  
2020 ◽  
pp. 1-15
Author(s):  
G.M. Matthew Sadler
Keyword(s):  

ICGA Journal ◽  
2020 ◽  
Vol 42 (2-3) ◽  
pp. 192-206 ◽  
Author(s):  
G. Matthew Sadler
Keyword(s):  

ICGA Journal ◽  
2020 ◽  
Vol 42 (2-3) ◽  
pp. 70-71
Author(s):  
Jonathan Schaeffer
Keyword(s):  

Author(s):  
Swaminathan B ◽  
Vaishali R ◽  
subashri T S R

The game industry has been on exponential growth, has different businesses of varying size, ethos, scope and beyond. Success of these video-games comes from a lot of labor-intensive work by developers. Every little nuance of each character, the objects within a character’s environment must be hand-coded. Repetitive work takes up a significant part of development time, which leads to an increase in glitches and logical flaws. Artificial intelligence has been used to simulate human players in software games, provides an opportunity for game developers to create unique experiences and different outcomes for each player. Computer chess players are well-known examples, wherein modern chess programs are trained to defeat best human players. AI based algorithms that can be implemented for games, but a need for optimal solutions is on a rise. We require a comparative analysis of multiple algorithms for understanding the most efficient and ideal one. In our work, through use of a game Tic-Tac-Toe various algorithms will be carried out with its prototype compared in terms of effective rate and optimality.


ICGA Journal ◽  
2020 ◽  
Vol 42 (2-3) ◽  
pp. 223-236 ◽  
Author(s):  
Matthew Sadler
Keyword(s):  

ICGA Journal ◽  
2020 ◽  
Vol 42 (2-3) ◽  
pp. 90-98
Author(s):  
T.A(Tony) Marsland

This article is based on my personal reminiscences about the early days of computer chess tournaments, describing not only how different the technology was, but also that progress was steady and continues today in the broader field of Artificial Intelligence. The author was a participant in the 1st ACM computer chess championship (1970) and continued to compete well into the 1980s. Speaking for myself, I learned how to play chess in Junior High School (actually King Charles 1 Grammar School in Kidderminster, UK), but now only remember losing in a simultaneous game with C.H.O’D. Alexander (the UK Chess Champion) in 1950. In High School (Preston Grammar School) I played for the school’s chess team, who were undefeated in the 1954–55 school year. Naturally I played for the University of Nottingham (where I was studying Mathematics), and later for the Bedfordshire County team, before leaving to join Boeing, Seattle, in 1962. That said, I don’t think I was ever better than a Class A player. Basically, I have played chess all my life, and it has helped develop my problem-solving skills.


ICGA Journal ◽  
2020 ◽  
Vol 42 (2-3) ◽  
pp. 99-105
Author(s):  
Monty Newborn

It is been 46 years since the first computer chess world championship was held in Stockholm in 1974, and there have now been 24 more with over 700 games played. This paper investigates a number of questions that a curious soul might ask regarding the results of these games, especially how they ended. The data provided herein attempts to answer several related questions. In addition, it presents data showing how ratings of the top engines have increased over the years.


ICGA Journal ◽  
2020 ◽  
Vol 42 (2-3) ◽  
pp. 120-131
Author(s):  
Robert Hyatt

This article is a series of anecdotes about the development of several programs that advanced the state of the art in computer chess. The best known is Cray Blitz, which won the 1983 and 1986 World Computer Chess Championships. However, in terms of overall impact, perhaps Crafty is the most important. As a high-performing open-source program, it has been used by countless number of researchers and hobbyists to develop computer chess programs for competitions, research, and for fun.


Sign in / Sign up

Export Citation Format

Share Document