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Webology ◽  
2021 ◽  
Vol 19 (1) ◽  
pp. 83-95
Author(s):  
Israa Shakir Seger ◽  
Israa M. Hayder ◽  
Hussain A. Younis ◽  
Hameed Abdul-Kareem Younis

In recent years, the chess game has begun to develop successful programming solutions. Computers were programmed to play chess in the middle of the twentieth century. Computer skills have become better and higher than the skills of chess players in the world, and from here this study has made it possible to find the optimal solution for the four square pieces in the form of a letter (L) without repetition and quick access to fill the sites and voids and to complete the entire area. It is our task to cover a (2n×2n) Chessboard with L-shaped tiles each tile is a (2×2) square with a (1×1) square removed from one corner. We are working to cover the Chessboard in such a way that there is a single 1×1 box left in the ‘corner’ of the Chessboard (by the 'corner' we mean one corner of the box should be uncovered). In this task, we will solve this problem with three approaches, the C programming approach, the second by dividing and conquering approach and the last by a greedy method approach. Three algorithms were used and a comparison was made between them, and the fastest method was achieved by a greedy method, with eight cases comparing one and four cases, respectively.


2021 ◽  
Vol 15 (2) ◽  
pp. 48-52
Author(s):  
Vladimir Karapetyan

Technological upgrades, progressive scientific and technical developments are a direct reflection of the challenges of the 21st century, the overcoming of which implies a review of the content of education and the results obtained from it, aimed at developing a creative, self-planning, results’ predicting personalities. The acquisition of the mentioned qualities is ensured by the introduction of a chess game in the educational process, the purpose of which is not only to learn chess, but also to develop cognitive, emotional qualities at young age (Karapetyan & Misakyan, 2020), action prediction, thinking quality, decision-making quality, performing analytical actions (Kasparov, 2007).


2021 ◽  
Vol 2021 ◽  
pp. 1-6
Author(s):  
Jianhui Li ◽  
Changsong Ma

Tibetan chess, a traditional Chinese ethnic sport, is a treasure of Tibetan culture. It takes various forms, adopts different playing methods, and involves a simple suite of equipment to interest people and impart wisdom. In order to study the positive impact that Tibetan chess exerts on students’ sports accomplishment, cognition, interest, intelligence, inheritance, and changes in their awareness of the protection of traditional sports in western Tibetan areas, this study uses correlation and single factor analysis to compare relevant indicators and dimensions. At the same time, it constructs regression models and path models for teaching experiments, investigations, and analyses. Research shows that the learning of Tibetan chess has obvious and significant influence on promoting students’ sports accomplishment in western Tibetan areas. Further research finds that the traditional sports of ethnic minorities, combined with the development of Tibetan chess and students’ sports accomplishment, establish the cognition of traditional sports culture, cultivate lifelong sports awareness, and allow students to enjoy the physical and mental education brought by ethnic cultures.


2021 ◽  
Vol 2 (2) ◽  
pp. 313-321
Author(s):  
Rachmadina Tri Kencana ◽  
Herlina Usman ◽  
Tunjungsari Sekaringtyas

The use of media is one of the essential aspects of the learning process, because, it will provide a different and certainly more varied learning experience so that it will attract students and make it easier to understand the learning material. This research and development aims to produce a learning media to make it easier for students to understand learning material, especially on the material of  human locomotor organs system  in a fun way. Learning will be meaningful for students if the media used is the appropriate one. The methodology in this research is Research an Development (RND). The type of model used in the ASSURE development model, which consist of 6 stages including analyze learner; state objectives; select methods, media and materials; utilize media and materials; require learner participation; and evaluate and revise. The final results of this research produces a learning media that is useful to support the learning process on the material of human movement organs. The data collection technique used in this study was through observation, interviews, and questionnaires. This research was conducted only to the stage of expert validation to test the feasibility of the product. The product feasibility test involves 3 experts, namely media experts, material experts, and language experts. The results obtained from the three experts if the average is 4.5 from the maximum value of 5, or if converted in percentage is 90%, which means the media is included in the very good category. This shows that the framework of the chess game media is suitable for use in science learning material for human llocomotor organs system.


2021 ◽  
pp. 29-29
Author(s):  
M.S. Samston
Keyword(s):  

2021 ◽  
pp. 159-165
Author(s):  
Սաթենիկ Մելիքյան

Քաղաքական ծաղրանկարում առաջնայինը գաղափարական բովանդակությունն է: Նման տեսակետը հիմնավորված է համապատասխան բանաձևով: Թեմայի պատկերավորումն իրականացվում է հայտնի սիմվոլների ու նշանների համադրման և հակադրման միջոցով, որոնք շախմատի ֆիգուրների օրինակով կազմում են սրամիտ խոսքով կամ սրամիտ արտահայտությամբ համակցված աննախադեպ կոմբինացիաներ՝ անտրամաբանական, հումորիստական ու ֆանտաստիկ: Անկախ կիրառված միջոցներից ու բազմապիսի հնարքներից, նյութի հեղինակը առաջին հերթին պետք է դրսևորի հրապարակախոսի, քաղաքական մեկնաբանի, հետո նոր՝ գրաֆիկնկարչի հատկանիշներ: In political caricature, high priority is given to the ideological content. This statement has its theoretical background. The illustration of a topic is being created by way of juxtaposing and contraposing of the established symbols and signs, which, like the pieces in a chess game, form ambiguous combinations – quick-witted, fantastic and comical, supported with a sharp word or remark. Irrespective of the variety of ways and means, employed to fulfill the conception, the originator of the subject must be a competent publicist and political observer, in the first place, and a satirist and graphic artist, in the second.


Author(s):  
Anatolii Moisiienko

The article focuses on one of the visual types of syncretic poetry — chess poems. Years ago Anatolii Moisiіenko initiated the chess poetry genre in Ukrainian literature; in a number of critical papers, he presented the specifics of construction and functioning of such artistic structures, which are basically characterized by the symbiosis of proper poetry and chess composition. In this article, the author uses Viktor Kapusta’s books of poems “The Checkered Continent” and “Unguaranteed Migrations” to analyze the chess sonnets of the poet who added a new page to the history of Ukrainian visual literary art by proposing a peer-to-peer combination of a strictly structured literary form and a chess problem. The aim is to conceptualize the figurative and compositional relations within the sonnet structure itself, which relies on the artistic palette of the chess game, with its diversity of geometric abstractions, local mise-en-scénes of unpredictable theatrical performances played out on the chess-board by wooden pieces — or on the chessboard of readers’ imagination. Attention is drawn to the transformational peculiarities of the sonnet line, read in a palindromic and pantorhymic way. The pantorhyme is the versificational and compositional basis for the chess sonnet sequence “Castling. A Herbarium of Stars”, which is analyzed here with regard to the transposition of some characteristics to the realm of chess composition. A diagrammed chess problem becomes a specific chess component of a sonnet sequence, where, for example, the variants of the solution (Black’s defensive moves and White’s attacking responses) correspond to the poetic lines making up the fourteen sonnets whereas the problem’s threat, like a principal poem, concentrates all the mentioned chess movements in a single variant.


Author(s):  
Marina A. Mojeiko
Keyword(s):  

Dedicated to the analysis of chess as a sign system (namely as meaning). The modelling nature of the chess game has been substantiated. The process of semiotic evolution of chess pieces game has been reconstructed: in this context chaturanga, chatrang, shatranji, Levis chess, lovers’ chess, courier chess, moon chess and others game have been analysed. The evolution of the meanings behind a chess game through the history of medieval culture has been considered: battle – knightly tournament – courtly flirting – society as a whole – being as such.


2021 ◽  
Vol 7 (6) ◽  
pp. 94
Author(s):  
Georg Wölflein ◽  
Ognjen Arandjelović

Identifying the configuration of chess pieces from an image of a chessboard is a problem in computer vision that has not yet been solved accurately. However, it is important for helping amateur chess players improve their games by facilitating automatic computer analysis without the overhead of manually entering the pieces. Current approaches are limited by the lack of large datasets and are not designed to adapt to unseen chess sets. This paper puts forth a new dataset synthesised from a 3D model that is an order of magnitude larger than existing ones. Trained on this dataset, a novel end-to-end chess recognition system is presented that combines traditional computer vision techniques with deep learning. It localises the chessboard using a RANSAC-based algorithm that computes a projective transformation of the board onto a regular grid. Using two convolutional neural networks, it then predicts an occupancy mask for the squares in the warped image and finally classifies the pieces. The described system achieves an error rate of 0.23% per square on the test set, 28 times better than the current state of the art. Further, a few-shot transfer learning approach is developed that is able to adapt the inference system to a previously unseen chess set using just two photos of the starting position, obtaining a per-square accuracy of 99.83% on images of that new chess set. The code, dataset, and trained models are made available online.


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