Detecting Fortresses in Chess Guid, Matej; Bratko, Ivan
Elektrotehniski Vestnik,
01/2012, Letnik:
79, Številka:
1/2
Journal Article
Recenzirano
We introduce a computational method for semi-automatical detecting fortresses in the game of chess. It is based on computer heuristic search and can be easily used with any state-of-the-art chess ...program. We also demonstrate a method for avoiding fortresses and show how to find a break-through plan when one exists. Although the paper is not concerned with the question whether it is practical or not to implement the method within the state-of-the-art chess programs, the method can be useful, for example, in correspondence chess or in composing chess studies, where a human-computer interaction is of great importance, and the time available is significantly longer than in ordinary chess competitions. PUBLICATION ABSTRACT
This article investigates the ways in which the reporting of technological developments in artificial intelligence (AI) can serve as occasions in which Occidental modernity's cultural antinomies are ...played out. It takes as its reference point the two chess tournaments (in 1996 and 1997) between the then world champion Gary Kasparov and the IBM dedicated chess computers Deep Blue and Deeper Blue and shows how these games of chess came to be seen as an arena where fundamental issues pertaining to human identity were contested. The article considers the dominant framing of these encounters in terms of a conflict between two opposed categories-"human" and "machine"-and argues the essential role of human agency, the human supplement, in the performances of machine intelligence.
Celotno besedilo
Dostopno za:
BFBNIB, DOBA, IZUM, KILJ, NUK, PILJ, PNG, SAZU, SIK, UILJ, UKNU, UL, UM, UPUK
Computer/Information Technology Avila, Rolando
Technical Innovation in American History : An Encyclopedia of Science and Technology: The Cold War to the Present,
2019
Reference
The future of AI must involve exploring and understanding the parts of human intelligence we haven't been looking at that much--the stuff at the heart of human thought. To do this, we need to stop ...looking for new ways to solve well-defined problems and start looking for ways to combine the things we know how to do, and then see if this helps us explore problems with more diversity and scope.
This paper addresses the theoretical and practical aspects of an important problem in computer chess programming - the problem of draw detection in cases of position repetition. The standard approach ...used in the majority of computer chess programs is hash-oriented. This method is sufficient in most cases, as the Zobrist keys are already present due to the systemic positional hashing, so that they need not be computed anew for the purpose of draw detection. The new type of the algorithm that we have developed solves the problem of draw detection in cases when Zobrist keys are not used in the program, i.e. in cases when the memory is not hashed.
Issue Title: Special Issue: Machine Learning and Games We propose an approach to the learning of long-term plans for playing chess endgames. We assume that a computer-generated database for an ...endgame is available, such as the king and rook vs. king, or king and queen vs. king and rook endgame. For each position in the endgame, the database gives the "value" of the position in terms of the minimum number of moves needed by the stronger side to win given that both sides play optimally. We propose a method for automatically dividing the endgame into stages characterised by different objectives of play. For each stage of such a game plan, a stage-specific evaluation function is induced, to be used by minimax search when playing the endgame. We aim at learning playing strategies that give good insight into the principles of playing specific endgames. Games played by these strategies should resemble human expert's play in achieving goals and subgoals reliably, but not necessarily as quickly as possible.PUBLICATION ABSTRACT
The number of competitions using software agents in the AI or entertainment computing fields has grown over the years from a few to many. For instance, tournaments exist to let programs to play ...chess, checker, go, bridge, poker, simulated soccer, etc. While most competitions are organized for research purposes, some have a commercial side, thus raising the stakes for the software authors. Hence, plagiarism is becoming a problematic issue in the field of game-playing software agents used in competitions and tournaments. As new ideas and technologies are successfully implemented in open source programs, they will be reused and revisited by later programs until they become standard practices, but on the other hand the same phenomenon can lead to accusations and claims of plagiarism, especially in competitive scenarios, such as computer chess tournaments. Establishing whether a program is a “clone” or derivative of another can be a difficult and subjective task, left to the judgment of the individual expert and often resulting in a shade of gray rather than black and white verdicts. Tournaments judges and directors have to decide how similar is too similar on a case-by-case basis. This paper presents an objective framework under which similarities between game programs can be judged, using chess as a test case.
Heuristic search effectiveness depends directly upon the quality of heuristic evaluations of states in a search space. Given the large amount of research effort devoted to computer chess throughout ...the past half-century, insufficient attention has been paid to the issue of determining if a proposed change to an evaluation function is beneficial.
We argue that the mapping of an evaluation function from chess positions to heuristic values is of ordinal, but not interval scale. We identify a robust metric suitable for assessing the quality of an evaluation function, and present a novel method for computing this metric efficiently. Finally, we apply an empirical gradient-ascent procedure, also of our design, over this metric to optimize feature weights for the evaluation function of a computer-chess program. Our experiments demonstrate that evaluation function weights tuned in this manner give equivalent performance to hand-tuned weights.