Game AI 101 - NPCs and Agents and Algorithms... Oh My!Luke Dicken
This is a session originally written for students at Bradley University (Peoria, IL).
It covers a very high level introduction to the concepts behind Game AI, and includes some examples of how we can begin to make characters in a game world perform actions and appear to be making intelligent decisions.
AI in gaming refers to excellent game experiences which is more-
Responsive
Adaptive
Challenging
Artificial Intelligence brings a revolution in player experience, cost reduction, and better performance in the gaming sector.
Authors:
Md. Rakib Trofder
SHAFIQ-US SALEHEEN
HASNAIN IQBAL SHIRSHO
Project by: Vishruth Khare (CO393) , Vishwas Agarwal (CO395)
Submitted to: Ms. Chingmuankim Naulak
Subject: Computer Graphics (CO-313)
About: The game is a side-scroller where the player controls a bird, attempting to fly between rows of green pipes, which are equally sized gaps placed at random heights, without coming into contacting them. Each successful pass through a pair of pipes awards the player one point. If the player touches the pipes, it ends the game. The bird briefly flaps upward each time the player taps the key; if the key is not tapped, the bird falls due to gravity. The player is awarded several milestones, such as a bronze medal if they reached twenty points, a silver medal from Forty points, a gold medal from Fifty, and a platinum medal from Hundred points. The achievements get stored in the collectable haul.
Compatibility: Any system with Love2D framework installed can compile, execute and play this game.
Game AI 101 - NPCs and Agents and Algorithms... Oh My!Luke Dicken
This is a session originally written for students at Bradley University (Peoria, IL).
It covers a very high level introduction to the concepts behind Game AI, and includes some examples of how we can begin to make characters in a game world perform actions and appear to be making intelligent decisions.
AI in gaming refers to excellent game experiences which is more-
Responsive
Adaptive
Challenging
Artificial Intelligence brings a revolution in player experience, cost reduction, and better performance in the gaming sector.
Authors:
Md. Rakib Trofder
SHAFIQ-US SALEHEEN
HASNAIN IQBAL SHIRSHO
Project by: Vishruth Khare (CO393) , Vishwas Agarwal (CO395)
Submitted to: Ms. Chingmuankim Naulak
Subject: Computer Graphics (CO-313)
About: The game is a side-scroller where the player controls a bird, attempting to fly between rows of green pipes, which are equally sized gaps placed at random heights, without coming into contacting them. Each successful pass through a pair of pipes awards the player one point. If the player touches the pipes, it ends the game. The bird briefly flaps upward each time the player taps the key; if the key is not tapped, the bird falls due to gravity. The player is awarded several milestones, such as a bronze medal if they reached twenty points, a silver medal from Forty points, a gold medal from Fifty, and a platinum medal from Hundred points. The achievements get stored in the collectable haul.
Compatibility: Any system with Love2D framework installed can compile, execute and play this game.
My Annual Project reprot on MING GAME ZONE
basicaly a C/C++ Game project consist of 5 games....
The Classic Games of :-
1) Tic Tac Toe
2) Snakes & Ladders
3) Battle Pong
4) Snake Man
5) Digital Simulator
Abhijeet Singh
Analysis & Design of Algorithms
Backtracking
N-Queens Problem
Hamiltonian circuit
Graph coloring
A presentation on unit Backtracking from the ADA subject of Engineering.
"Game optimization means improving the game application so it runs at the smooth frame-rate across a wide range of hardware specs, including low-end configurations.
In this discussion we will discuss about some common Game optimization techniques irrespective of what Game engine you are using.
- By Niraj Vishwakarma
My Annual Project reprot on MING GAME ZONE
basicaly a C/C++ Game project consist of 5 games....
The Classic Games of :-
1) Tic Tac Toe
2) Snakes & Ladders
3) Battle Pong
4) Snake Man
5) Digital Simulator
Abhijeet Singh
Analysis & Design of Algorithms
Backtracking
N-Queens Problem
Hamiltonian circuit
Graph coloring
A presentation on unit Backtracking from the ADA subject of Engineering.
"Game optimization means improving the game application so it runs at the smooth frame-rate across a wide range of hardware specs, including low-end configurations.
In this discussion we will discuss about some common Game optimization techniques irrespective of what Game engine you are using.
- By Niraj Vishwakarma
How to Become a Thought Leader in Your NicheLeslie Samuel
Are bloggers thought leaders? Here are some tips on how you can become one. Provide great value, put awesome content out there on a regular basis, and help others.
What is chess?
Chess is a fairy tale of 1001 blunders - Savielly Tartakower
Chess is a beautiful mistress. - Larsen
Chess is life - Bobby Fischer
Chess is like life - Boris Spassky
Chess is everything - art, science, and sport. - Karpov
Chess is 99 percent tactics. - Teichmann
Chess is really 99 percent calculation - Soltis
Chess is mental torture. - Kasparov
Chess is ruthless: you've got to be prepared to kill people. - Nigel Short
Chess is a sea in which a gnat may drink and an elephant may bathe - Indian proverb
Chess is as much a mystery as women - Purdy
Python is an interpreted, object-oriented programming language.
In this part, I have gone through some basics of python, game theory, and have created tic tac toe game
AI Supremacy in Games: Deep Blue, Watson, Cepheus, AlphaGo, DeepStack and Ten...Karel Ha
my presentation on AI Supremacy in Games: Deep Blue, Watson, Cepheus, AlphaGo, DeepStack and TensorCFR for STRETNUTIE DOKTORANDOV on 13. 6. 2018 (https://zona.fmph.uniba.sk/detail-novinky/back_to_page/fmfi-uk-zona/article/stretnutie-doktorandov-1362018/calendar_date/2018/june/)
LaTeX source code is available at https://github.com/mathemage/AISupremacyInGames-presentation
MY ADVANCE CHESS BOOKS /E-BOOKS MAY BE FOUND AT :
www.amazon.com/author/siafabneal ;
www.twitter.com/chessplayer3334 ;
Just GOOGLE my name : Siafa B. Neal ;
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VIDEOS/AUDIOS:
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HAPPY READING AND HAVE FUN SOLVING THE CHESS PUZZLES !
Best regards,
Siafa B. Neal !
Undecidability in partially observable deterministic gamesOlivier Teytaud
Undecidability in partially observable deterministic games
Presented in Dagstuhl 2010
Accepted in IJFCS:
@article{david:hal-00710073,
hal_id = {hal-00710073},
url = {http://hal.inria.fr/hal-00710073},
title = {{The Frontier of Decidability in Partially Observable Recursive Games}},
author = {David, Auger and Teytaud, Olivier},
abstract = {{The classical decision problem associated with a game is whether a given player has a winning strategy, i.e. some strategy that leads almost surely to a victory, regardless of the other players' strategies. While this problem is relevant for deterministic fully observable games, for a partially observable game the requirement of winning with probability 1 is too strong. In fact, as shown in this paper, a game might be decidable for the simple criterion of almost sure victory, whereas optimal play (even in an approximate sense) is not computable. We therefore propose another criterion, the decidability of which is equivalent to the computability of approximately optimal play. Then, we show that (i) this criterion is undecidable in the general case, even with deterministic games (no random part in the game), (ii) that it is in the jump 0', and that, even in the stochastic case, (iii) it becomes decidable if we add the requirement that the game halts almost surely whatever maybe the strategies of the players.}},
language = {Anglais},
affiliation = {Laboratoire de Recherche en Informatique - LRI , TAO - INRIA Saclay - Ile de France},
booktitle = {{Special Issue on "Frontier between Decidability and Undecidability"}},
publisher = {World Scinet},
journal = {International Journal on Foundations of Computer Science (IJFCS)},
volume = {Accepted},
note = {revised 2011, accepted 2011, in press },
audience = {internationale },
year = {2012},
}
This includes the architecture, design philosophy and the internal structure of the IBM chess grandmaster chips, Intelligent chess machine which was capable of defeating the world chess champion Garry Kasparov in 1997
NICHOLAS CARR that scene. What happens to HAL and Dave, an.docxpicklesvalery
NICHOLAS CARR
that scene. What happens to HAL and Dave, and how does
this outcome support his argument?
4. How does Carr use transitions to connect the parts of his
text and to help readers follow his train of thought? (See
Chapter 8 to help you think about how transitions help
develop an argument.)
5. In his essay on pages 441-61, Clive Thompson reaches a
different conclusion than Carr does, saying that "At their
best, today's digital tools help us see more, retain more, com-
municate more. At their worst, they leave us prey to the
manipulation of the toolmakers. But on balance .. . what
is happening is deeply positive." Write a paragraph or two
discussing how Carr might respond. Wnat would he agree
with, and what would he disagree with?
6. This article sparked widespread debate and conversation
when it first appeared in 2008, and the discussion contin-
ues today. Go to theysayiblog.com and click on "Are We in
a Race against the Machine?" to read some of what's been
written on the topic recently.
440
Smarter Than You Think:
How Technology Is Changing
Our Minds for the Better
CLIVE THOMPSON
WHo's BETTER AT .CHESs--computers or humans?
The question has long fascinated observers, perhaps because
chess seems like the ultimate display of human thought: the
players sit like Rodin's Thinker, silent, brows furrowed, mak-
ing lightning-fast calculations. It's the quintessential cognitive
activity, logic as an extreme sport.
So the idea of a machine outplaying a human has always
provoked both excitement and dread. In the eighteenth cen-
tury, Wolfgang von Kempelen caused a stir with his clockwork
Mechanical Turk-an automaton that played an eerily good
game of chess, even beating Napoleon Bonaparte. The spec-
tacle was so unsettling that onlookers cried out in astonishment
CLIVE THOMPSON is a journalist and blogger who writes for the New
Y ark Times Magazine and Wired. He was awarded a 2002 Knight Science
Journalism Fellowship at MIT. He blogs at clivethompson.net. This
essay is adapted from his book, Smarter Than You Think: How Technology
Is Changing Our Minds for the Better (2013).
4 41
CLIVE THOMPSON
The Thinker, by French sculptor Auguste Rodin (1840-1917) .
4 42
Smarter Than You Think
when the Turk's gears first clicked into motion. But the gears,
and the machine, were fake; in reality, the automaton was con-
trolled by a chess savant cunningly tucked inside the wooden
cabinet. In 1915, a Spanish inventor unveiled a genuine,
honest-to-goodness robot that could actually play chess-a
simple endgame involving only three pieces, anyway. A writer
for Scientific American fretted that the inventor "Would Sub-
stitute Machinery for the Human Mind."
Eighty years later, in 1997, this intellectual standoff clanked
to a dismal conclusion when world champion Garry Kasparov
was defeated by IBM's Deep Blue supercomputer in a tourna-
ment of six games. Faced with a machine that could .
This is my write up on the very first game ever: Spacewar. The role of the tech greats in the development of the first game are highlighted. Going down memory lane on the computing industry gave me a sense of nostalgia.
DevOps and Testing slides at DASA ConnectKari Kakkonen
My and Rik Marselis slides at 30.5.2024 DASA Connect conference. We discuss about what is testing, then what is agile testing and finally what is Testing in DevOps. Finally we had lovely workshop with the participants trying to find out different ways to think about quality and testing in different parts of the DevOps infinity loop.
LF Energy Webinar: Electrical Grid Modelling and Simulation Through PowSyBl -...DanBrown980551
Do you want to learn how to model and simulate an electrical network from scratch in under an hour?
Then welcome to this PowSyBl workshop, hosted by Rte, the French Transmission System Operator (TSO)!
During the webinar, you will discover the PowSyBl ecosystem as well as handle and study an electrical network through an interactive Python notebook.
PowSyBl is an open source project hosted by LF Energy, which offers a comprehensive set of features for electrical grid modelling and simulation. Among other advanced features, PowSyBl provides:
- A fully editable and extendable library for grid component modelling;
- Visualization tools to display your network;
- Grid simulation tools, such as power flows, security analyses (with or without remedial actions) and sensitivity analyses;
The framework is mostly written in Java, with a Python binding so that Python developers can access PowSyBl functionalities as well.
What you will learn during the webinar:
- For beginners: discover PowSyBl's functionalities through a quick general presentation and the notebook, without needing any expert coding skills;
- For advanced developers: master the skills to efficiently apply PowSyBl functionalities to your real-world scenarios.
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
Alt. GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using ...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
Welcome to the first live UiPath Community Day Dubai! Join us for this unique occasion to meet our local and global UiPath Community and leaders. You will get a full view of the MEA region's automation landscape and the AI Powered automation technology capabilities of UiPath. Also, hosted by our local partners Marc Ellis, you will enjoy a half-day packed with industry insights and automation peers networking.
📕 Curious on our agenda? Wait no more!
10:00 Welcome note - UiPath Community in Dubai
Lovely Sinha, UiPath Community Chapter Leader, UiPath MVPx3, Hyper-automation Consultant, First Abu Dhabi Bank
10:20 A UiPath cross-region MEA overview
Ashraf El Zarka, VP and Managing Director MEA, UiPath
10:35: Customer Success Journey
Deepthi Deepak, Head of Intelligent Automation CoE, First Abu Dhabi Bank
11:15 The UiPath approach to GenAI with our three principles: improve accuracy, supercharge productivity, and automate more
Boris Krumrey, Global VP, Automation Innovation, UiPath
12:15 To discover how Marc Ellis leverages tech-driven solutions in recruitment and managed services.
Brendan Lingam, Director of Sales and Business Development, Marc Ellis
State of ICS and IoT Cyber Threat Landscape Report 2024 previewPrayukth K V
The IoT and OT threat landscape report has been prepared by the Threat Research Team at Sectrio using data from Sectrio, cyber threat intelligence farming facilities spread across over 85 cities around the world. In addition, Sectrio also runs AI-based advanced threat and payload engagement facilities that serve as sinks to attract and engage sophisticated threat actors, and newer malware including new variants and latent threats that are at an earlier stage of development.
The latest edition of the OT/ICS and IoT security Threat Landscape Report 2024 also covers:
State of global ICS asset and network exposure
Sectoral targets and attacks as well as the cost of ransom
Global APT activity, AI usage, actor and tactic profiles, and implications
Rise in volumes of AI-powered cyberattacks
Major cyber events in 2024
Malware and malicious payload trends
Cyberattack types and targets
Vulnerability exploit attempts on CVEs
Attacks on counties – USA
Expansion of bot farms – how, where, and why
In-depth analysis of the cyber threat landscape across North America, South America, Europe, APAC, and the Middle East
Why are attacks on smart factories rising?
Cyber risk predictions
Axis of attacks – Europe
Systemic attacks in the Middle East
Download the full report from here:
https://sectrio.com/resources/ot-threat-landscape-reports/sectrio-releases-ot-ics-and-iot-security-threat-landscape-report-2024/
A tale of scale & speed: How the US Navy is enabling software delivery from l...sonjaschweigert1
Rapid and secure feature delivery is a goal across every application team and every branch of the DoD. The Navy’s DevSecOps platform, Party Barge, has achieved:
- Reduction in onboarding time from 5 weeks to 1 day
- Improved developer experience and productivity through actionable findings and reduction of false positives
- Maintenance of superior security standards and inherent policy enforcement with Authorization to Operate (ATO)
Development teams can ship efficiently and ensure applications are cyber ready for Navy Authorizing Officials (AOs). In this webinar, Sigma Defense and Anchore will give attendees a look behind the scenes and demo secure pipeline automation and security artifacts that speed up application ATO and time to production.
We will cover:
- How to remove silos in DevSecOps
- How to build efficient development pipeline roles and component templates
- How to deliver security artifacts that matter for ATO’s (SBOMs, vulnerability reports, and policy evidence)
- How to streamline operations with automated policy checks on container images
In his public lecture, Christian Timmerer provides insights into the fascinating history of video streaming, starting from its humble beginnings before YouTube to the groundbreaking technologies that now dominate platforms like Netflix and ORF ON. Timmerer also presents provocative contributions of his own that have significantly influenced the industry. He concludes by looking at future challenges and invites the audience to join in a discussion.
Le nuove frontiere dell'AI nell'RPA con UiPath Autopilot™UiPathCommunity
In questo evento online gratuito, organizzato dalla Community Italiana di UiPath, potrai esplorare le nuove funzionalità di Autopilot, il tool che integra l'Intelligenza Artificiale nei processi di sviluppo e utilizzo delle Automazioni.
📕 Vedremo insieme alcuni esempi dell'utilizzo di Autopilot in diversi tool della Suite UiPath:
Autopilot per Studio Web
Autopilot per Studio
Autopilot per Apps
Clipboard AI
GenAI applicata alla Document Understanding
👨🏫👨💻 Speakers:
Stefano Negro, UiPath MVPx3, RPA Tech Lead @ BSP Consultant
Flavio Martinelli, UiPath MVP 2023, Technical Account Manager @UiPath
Andrei Tasca, RPA Solutions Team Lead @NTT Data
Elizabeth Buie - Older adults: Are we really designing for our future selves?
Computer chess
1. Computer Chess by Arkadiusz Janicki General Game Playing Seminar dr Paweł Rychlikowski Institute of Computer Science the Wrocław University 2009-11-25
2.
3. T.A. Marsland (1992) Computer Chess and Search. Encyclopedia of Artificial Intelligence , S.C. Shapiro (ed), pp. 224r-241, Wiley & Sons, 2nd ed. 1992, ISBN 0471-50305-3.
4. Ernst A. Heinz (1997) How DarkThought Plays Chess, ICC A Journal 20(3), pp. 166-176, Sept. 1997.
5. John L. Jerz (2009) A Proposed Heuristic for a Computer Chess Program
6. Computer History Museum , Mastering the Game – A History of Computer Chess, http://www.computerhistory.org/chess/
9. The Turk In 1769 the Hungarian engineer Baron Wolfgang von Kempelen built a chess playing machine for the amusement of the Austrian Queen Maria Theresia. It was a purely mechanical device, shaped like a Turk. Naturally its outstanding playing strength was supplied by a chess master cleverly hidden inside the device. The machine was a fake.
10.
11. 1914 - El Ajedrecista In 1914 Torres y Quevedo constructed a device which played an end game of king and rook against king (Vigneron, 1914). The machine played the side with king and rook and would force checkmate in few moves however its human opponent played. Since an explicit set of rules can be given for making satisfactory moves in such an end game, the problem is relatively simple, but the idea was quite advanced for that period.
12. Gonzales Torres y Quevedo demonstrating the chess automaton to Norbert Wiener in 1951
13.
14.
15. First Computer Programs Dr. Dietrich Prinz in England wrote the first limited chess program in 1951. Alex Bernstein, an experienced chess player and a programmer at IBM, wrote a program in 1958 that could play a full chess game (although it could be defeated by novice players).
16.
17.
18. $10,000 for the first program to achieve a USCF 2500 rating (players who attain this rating may reasonably aspire to becoming Grandmasters) was awarded to Deep Thought in August 1989
20. Brutforce hardware In 1977 at Bell Laboratories, Ken Thompson and Joe Condon took the brute force approach one step further by developing a custom chess-playing computer called Belle . By 1980 it included highly specialized circuitry that contained a “move generator” and “board evaluator,” allowing the computer to examine 160,000 positions per second. This approach was so effective that in 1982 at the North American Computer Chess Championships (NACCC), this $17000 chess machine beat the Cray Blitz program running on a million supercomputer.
21.
22. W 1996 Deep Blue pokonuje Kasparova (1 z 6 gier) „ The Association for Computing Machinery (ACM), the first society in computing, announces a six game match between World Chess Champion Garry Kasparov and the top-rated chess program DEEP BLUE. A $500,000 prize fund has been established for the match to be held in Philadelphia, Pa., USA, Feb. 10-17, 1996, as part of ACM's year long 50th Anniversary Celebration which begins with the ACM Computing Week '96 conference. The winner will receive $400,000 with the remaining $100,000 going to the loser.”
28. Rooks should be placed on open files. This is part of a more general principle that the side with the greater mobility, other things equal, has the better game.
30. An exposed king is a weakness (until the end game). f(P) = 200(K-K') + 9(Q-Q') + 5(R-R') + 3(B-B'+N-N') + (P-P') – 0.5(D-D'+S-S'+I-I') + 0.1(M-M') + ... K,Q,R,B,B,P are the number of White kings, queens, rooks, bishops, knights and pawns on the board. D,S,I are doubled, backward and isolated White pawns. Weakness – ie. exchange of queens
31. Shannon „Type A” Strategy ” Type A” strategy considered all possible moves to a fixed depth. A world champion can construct (at best) combinations say, 15 or 20 moves deep. Some variations given by Alekhine ("My Best Games of Chess 1924-1937") are of this length. Let M_1, M_2, M_3, ..., M_s be the moves that can be made in position P and let M_1P, M_2P, etc. denote symbolically the resulting positions when M_1, M_2, etc. are applied to P. Then one chooses the M_m which maximizes f(M_mP). A deeper strategy would consider the opponent's replies which are minimized ...
32.
33.
34. g(P) = 0 otherwise Using this function, variations could be explored until g(P)=0, always, however, going at least two moves and never more, say, 10.
35. Shannon's ideas (...) the machine once designed would always make the same move in the same position. If the opponent made the same moves this would always lead to the same game. (...) the opening is another place where statistical variation can be introduced. It would seem desirable to have a number of the standard openings stored in a slow-sped memory in the machine. Perhaps a few hundred would be satisfactory. (...) program based on "type position" could not be constructed. (...). Although there are various books analysing combination play and the middle game, they are written for human consumption, not for computing machines. (...)To program such a strategy we might suppose that any position in the machine is accompanied by a rather elaborate analysis of the tactical structure of the position suitably encoded. This analytical data will state that, for example, the Black knight at f6 is pinned by a bishop, that the White rook at e1 cannot leave the back rank because of a threatened mate on c1, that a White knight at a4 has no move, etc. ; - These data would be supplied by a program and would be continually changed and kept up-to-date as the game progressed.
39. Bit Boards: a mapping of the chess board squares to the computer’s internal binary structure, which allows the computer to store and analyze board positions very efficiently DeepThought bit boards
40. Opening Books: a listing of known good move sequences that can be used at the beginning of a chess game. Endgame Databases: a catalog of previously analyzed board configurations near the end of a chess game that allows the program to play the remaining moves of the game flawlessly.
41. Transposition tables (hash tables) A way to quickly check a catalog of positions already examined, which cuts down the number of positions that must be searched. 12 different piece types {K,Q,R,B,N,P,–K ... –P} on a 64-square board. Thus a set of 12*64 unique integers (plus a few more for en passant and castling privileges), { Ri }, may be used to represent all the possible piece/square combinations. Zobrist (1970) Pawn hash table - similar technique can be used to store an evaluation of the pawn structures in a position. Since the number of pawn positions examined is generally much smaller than the total number of positions searched, the pawn hash table has a very high hit rate, allowing a program to spend more time on sophisticated pawn evaluations because they are reused many times.
42.
43. This is followed by a phase of selective searches up to a limiting depth ( the horizon ).
44. An evaluation function is applied at the frontier nodes to assess the material balance and the structural properties of the position (e.g., relative placement of pawns). To aid in this assessment a third phase is used, a variable depth quiescence search of those moves that are not dead (i.e., cannot be accurately assessed).
52. interior-node recognizers [18, 34], On average, all enhancements taken together reduce the effective branching factor of DARKTHOUGHT to 2-3 and its search-tree size to roughly 55% of that of the according minimal tree [21]. These observations are consistent with reports by other researchers [6, 38],
53. Iterative Deepening Iterative Deepening: a technique that gradually increases the depth of the search tree (the number of moves and counter-moves) that is examined, rather than searching to a fixed depth. This allows the most efficient use of the limited time each player is given to choose a move.
54.
55. DarkThought implements a standard node-expansion procedure whose structure probably does not differ much from that of other chess programs: • e xtension decisions related to incoming move (U), • internal iterative deepening (U), * • transposition-table lookup (L/U), * • interior-node recognizer decision (L/U), • endgame database lookup (L/U), * • null-move search with deep extension decision (U), * • single-reply extension decision (U), • futility pruning decision (F/L), • static evaluation (F/L), • search of all outgoing moves (L/U). 1. hashed move from transposition table (L/U), * 2. capture moves in MVV/LVA order (L/U), ( most valuable victim / least valuable aggressor) 3. killer moves (U), * 4. history moves (U), * 5. statically presorted remaining moves (U). F means "frontier" (depth = 1), L "lower part" (depth < 0), and U "upper part" (depth > 1)
56. Killer heuristic, History heuristic .. produce a cutoff by assuming that a move that produced a cutoff in another branch at the same depth is likely to produce a cutoff in the present position, that is to say that a move that was a very good move from a different (but possibly similar) position might also be a good move in the present position. By trying the killer move before other moves, a game playing program can often produce an early cutoff, saving itself the effort of considering or even generating all legal moves from a position. A generalization of the killer heuristic is the history heuristic. The history heuristic can be implemented as a table that is indexed by some characteristic of the move, for example "from" and "to" squares or piece moving and the "to" square. When there is a cutoff, the appropriate entry in the table is incremented, such as by adding d² or 2d where d is the current search depth. This information is used when ordering moves.
57. Null-move heuristic current position is so good for the side to move that best play by the other side would have avoided it. The faster the program produces cutoffs, the faster the search runs. The null-move heuristic is designed to guess cutoffs with less effort than would otherwise be required, whilst retaining a reasonable level of accuracy. The null-move heuristic is based on the fact that most reasonable chess moves improve the position for the side that played them. So, if the player whose turn it is to move can forfeit the right to move (or make a "null move" - an illegal action in chess) and still have a position strong enough to produce a cutoff, then the current position would almost certainly produce a cutoff if the current player actually moved.
58. Deep Thought - Programmable Evaluation Function • Material-balance scoring, • evaluation flitihty-pruning decision, • Pawn-structure scoring (H), • Pawn-related King scoring (H), • race scoring of passed Pawns, • PST piece-placement scoring, • positional futility-pruning decision, • flirt her positional scoring (H). For all steps marked with an H, the evaluation infrastructure automatically hashes the computed scores.