This document provides an overview of how computers play chess. It begins with a brief history of chess and then discusses the core modules that make up chess programs, including board representation, legal move generation, and evaluation functions. The document outlines some of the early research in computer chess from the 1940s onward and key developments like Deep Blue defeating Garry Kasparov in 1997. It explains that while brute force methods cannot solve chess, programs use heuristics and algorithms with evaluation functions to selectively evaluate moves. Overall, the document gives a high-level introduction to the basic components and evolution of computer chess programs.
The document provides information on the history of chess, why playing chess is beneficial, basic chess rules, and how to set up the chess board. It discusses how chess can raise IQ, prevent Alzheimer's, exercise the brain, and improve memory and problem solving skills. It outlines the basic rules that each player has 16 pieces of 6 different types, white always moves first, and the positions of the king and queen pieces. It also describes each chess piece's movement - pawns move forward one square at a time, bishops diagonally, the queen combines bishop and rook movement, rooks horizontally and vertically, knights in an L-shape, and the king one square at a time in any direction.
Sample of the technique used to propose a game concept, prior of writing a game specification. The process includes ideation of base mechanics and hooks, trying to visually portray the concept in the best way possible. This helps executives to grasp the potential feel, look and pace of the upcoming product
A Comprehensive Guide to Snapchat: From AR to CommerceTinuiti
The way users engage in Snapchat is completely different from other social platforms. With its utility as a visually-driven messaging tool and the ability to use AR to create distinct brand experiences at various levels of the marketing funnel, marketers have a unique ability to connect with users on the platform.
In this webinar, our social experts team up with Snapchat to discuss how your brand can leverage Snapchat in a full-funnel, comprehensive social marketing strategy, including how to utilize AR and commerce capabilities. We’ll also share case studies of how brands are succeeding on the platform.
This document discusses the evolution of games from early genres to future virtual worlds. It summarizes key game genres including action, fighting, role-playing, and sports. The future of gaming may involve stimulating all five senses through sights, sounds, and potentially smells. Virtual worlds allow people to interact in simulated environments and buy virtual goods. Some gamers become highly engaged by joining guilds, earning money through game assets, or researching games. Sandbox games offer open-ended, goal-less exploration. While games provide enjoyment and learning, excessive play can lead to addiction symptoms like depression and withdrawal from social activities.
The document discusses key strategic concepts in the game of chess. It explains that strategy involves gaining small advantages through understanding piece strengths, influence on the board, and powerful tactics like forks, pins, and combination attacks. These strategic approaches aim to maneuver an opponent into checkmate, where their king cannot escape capture.
Conoce el curso de desarrollo de apps para iOS 9 en:
https://www.udemy.com/curso-de-desarrollo-de-apps-para-ios-9/?couponCode=SLIDE_SHARE
We'll learn a few basic rules to drive a good game design and engage, retain and entertain our costumers. We'll see some of the basic steps a good Game Designer muy think about when creating a good game, learn from the mistakes of the old companies and become a new trend on the video games market places. We'll focus on the gameplay and game mechanics, buy we will for sure give a little overview about the art, the audio, look & feel, storyline and characters
Suscríbete al canal de youtube para estar al día de nuevos contenidos:
https://www.youtube.com/channel/UCMUxXNYrVCv6-bQakhomvBg
Este documento discute a evolução dos jogos eletrônicos desde os anos 1950 até os dias atuais, destacando marcos importantes como o lançamento dos primeiros arcades e consoles e o crescimento da indústria. Ele também descreve as principais características e tipos de jogos, incluindo ações, estratégias e RPGs.
O documento descreve a evolução dos jogos eletrônicos desde as primeiras ideias na década de 1950 até os jogos modernos. Ele destaca marcos como Spacewar em 1961, o primeiro console Odyssey e o jogo Pong na década de 1970, Pac-Man e Donkey Kong na década de 1980, e o crescimento da indústria dos videogames nas décadas seguintes com franquias como Mario, Sonic, Resident Evil e outros.
The document provides information on the history of chess, why playing chess is beneficial, basic chess rules, and how to set up the chess board. It discusses how chess can raise IQ, prevent Alzheimer's, exercise the brain, and improve memory and problem solving skills. It outlines the basic rules that each player has 16 pieces of 6 different types, white always moves first, and the positions of the king and queen pieces. It also describes each chess piece's movement - pawns move forward one square at a time, bishops diagonally, the queen combines bishop and rook movement, rooks horizontally and vertically, knights in an L-shape, and the king one square at a time in any direction.
Sample of the technique used to propose a game concept, prior of writing a game specification. The process includes ideation of base mechanics and hooks, trying to visually portray the concept in the best way possible. This helps executives to grasp the potential feel, look and pace of the upcoming product
A Comprehensive Guide to Snapchat: From AR to CommerceTinuiti
The way users engage in Snapchat is completely different from other social platforms. With its utility as a visually-driven messaging tool and the ability to use AR to create distinct brand experiences at various levels of the marketing funnel, marketers have a unique ability to connect with users on the platform.
In this webinar, our social experts team up with Snapchat to discuss how your brand can leverage Snapchat in a full-funnel, comprehensive social marketing strategy, including how to utilize AR and commerce capabilities. We’ll also share case studies of how brands are succeeding on the platform.
This document discusses the evolution of games from early genres to future virtual worlds. It summarizes key game genres including action, fighting, role-playing, and sports. The future of gaming may involve stimulating all five senses through sights, sounds, and potentially smells. Virtual worlds allow people to interact in simulated environments and buy virtual goods. Some gamers become highly engaged by joining guilds, earning money through game assets, or researching games. Sandbox games offer open-ended, goal-less exploration. While games provide enjoyment and learning, excessive play can lead to addiction symptoms like depression and withdrawal from social activities.
The document discusses key strategic concepts in the game of chess. It explains that strategy involves gaining small advantages through understanding piece strengths, influence on the board, and powerful tactics like forks, pins, and combination attacks. These strategic approaches aim to maneuver an opponent into checkmate, where their king cannot escape capture.
Conoce el curso de desarrollo de apps para iOS 9 en:
https://www.udemy.com/curso-de-desarrollo-de-apps-para-ios-9/?couponCode=SLIDE_SHARE
We'll learn a few basic rules to drive a good game design and engage, retain and entertain our costumers. We'll see some of the basic steps a good Game Designer muy think about when creating a good game, learn from the mistakes of the old companies and become a new trend on the video games market places. We'll focus on the gameplay and game mechanics, buy we will for sure give a little overview about the art, the audio, look & feel, storyline and characters
Suscríbete al canal de youtube para estar al día de nuevos contenidos:
https://www.youtube.com/channel/UCMUxXNYrVCv6-bQakhomvBg
Este documento discute a evolução dos jogos eletrônicos desde os anos 1950 até os dias atuais, destacando marcos importantes como o lançamento dos primeiros arcades e consoles e o crescimento da indústria. Ele também descreve as principais características e tipos de jogos, incluindo ações, estratégias e RPGs.
O documento descreve a evolução dos jogos eletrônicos desde as primeiras ideias na década de 1950 até os jogos modernos. Ele destaca marcos como Spacewar em 1961, o primeiro console Odyssey e o jogo Pong na década de 1970, Pac-Man e Donkey Kong na década de 1980, e o crescimento da indústria dos videogames nas décadas seguintes com franquias como Mario, Sonic, Resident Evil e outros.
Despite immense successes in breaking human records, current training of RL agents is prohibitively expensive in terms of time, GPUs, and samples. For example, it requires hundreds of millions or even billions of steps to reach human-level performance on Atari games. The problem of sample inefficiency is exacerbated in stochastic, partially observable, noisy or long-term real-world environments, whereas humans can show excellent performance under these circumstances without much training. That shortcoming of RL agents can be attributed to the lack of efficient human-like memory mechanisms that hasten learning by smartly utilizing past observations and experiences. This talk presents recent advances in memory-based reinforcement learning where emerging memory systems enable sample-efficient, adaptive and human-like RL agents.
Basketball was invented in 1891 by James Naismith in Springfield, Massachusetts. He created the game to be played indoors during the winter using a soccer ball and peach baskets attached to the wall. The rules have evolved over time but the objective remains to score more points than the opposing team by shooting a ball through an elevated hoop. It is now played professionally around the world by teams of 5 players following international rules.
AQA Project
PAPATHANASSIS D., PANTAZIS P., TRAKAS I., PANTAZIS L. (Junior High Doukas School)
Supervisor: Yannis Kotsanis
The Glogster EDU version...
http://game4.edu.glogster.com/game-history
Smart Gamification: Social Game Design for a Connected WorldAmy Jo Kim
The document discusses key principles for designing social games, including understanding player engagement styles, designing for different stages of player lifecycles, incorporating positive emotions and relationships, using progress mechanics, and rewarding players with autonomy, mastery and belonging. It provides examples of mechanics that motivate players intrinsically rather than just extrinsically.
20 Great Innovations in Casual, Social and Mobile Games That You Should Steal discusses 20 innovative casual, social and mobile games that leverage different platforms and mechanics in interesting ways such as using a player's music library or location in gameplay, integrating social networks, or combining multiple genres. The document provides examples of games that use viral social sharing of scores, asynchronous multiplayer, photo integration, augmented reality, and episodic monetization among other novel approaches. It cautions that some innovations may introduce privacy, licensing, or gameplay issues that would need addressing for successful implementation.
The Power Matrix Roulette System free PDF is a fully working, professional roulette strategy for winning liver dealer roulette online. It works on many online casinos offering live dealer roulette, both American and European wheels. Minimum bankroll required. Excellent win rate.
Every game contains five essential elements: story, objective, challenge, interest, and fun. The document defines each element - story provides the who, what, when, where and why of the game's characters and plot; objective is how to win the game; challenge makes objectives difficult to achieve; interest adds variety through environments, items, characters; and fun makes the game entertaining through missions, humor, graphics.
Cryptocurrency is a form of digital currency that uses cryptography to secure transactions and control the creation of new units. The first cryptocurrency was bitcoin, created in 2009. Cryptocurrencies operate on a decentralized peer-to-peer network using blockchain technology to record all transactions. Cryptocurrency mining involves using computers to solve complex mathematical problems to validate transactions and release new currency. While cryptocurrencies offer benefits like transparency and inflation resistance, they also present risks like market volatility and difficulty recovering lost funds.
This document provides an overview of cryptocurrency, including what it is, how it works, opportunities and challenges. Cryptocurrency uses cryptography and blockchain technology for security. It allows decentralized transactions without government control. While offering advantages like lower fees and privacy, cryptocurrency also faces challenges such as volatility, regulation, and limited acceptance. The future of cryptocurrency depends on continued adoption and overcoming remaining hurdles.
Video game design and programming course for the Master in Computer Engineering at the Politecnico di Milano. http://www.facebook.com/polimigamecollective https://twitter.com/@POLIMIGC http://www.youtube.com/PierLucaLanzi http://www.polimigamecollective.org
Politecnico di Milano, Videogiochi, Video Games, Computer Engineering, game design, game development, sviluppo videogiochi
The document describes a "turtle strategy" for winning at blackjack using a mechanical betting system. The strategy aims to take advantage of favorable streaks while limiting losses during unfavorable streaks. It uses a series of four numbers, betting the total of the outer two numbers. After wins, the outer numbers are canceled. After losses, the amount lost is added to the last unused number, increasing bets after losses to try and recoup losses. The goal is to modestly increase bets during wins and limit losses during losing streaks.
LAFS Game Design 1 - Structural ElementsDavid Mullich
This document discusses key concepts in game design such as players, objectives, procedures, rules, resources, conflict, boundaries, and outcomes. It provides examples and tips for how to effectively incorporate each concept into game design. Players can include single player, multiplayer, and different player roles. Objectives should be clear, challenging but achievable goals. Procedures define allowable actions and gameplay. Rules establish boundaries and restrictions. Resources are assets used to achieve objectives. Conflict creates competition or obstacles. Boundaries separate the game world. Outcomes determine a winner or end state. Good design maximizes choices within clear but not overly complex rules.
This document discusses Indian art forms kolam and rangoli. It provides details about what they are, how they are made, the materials used, and their cultural significance. Specifically, it notes that rangoli and kolam are symmetrical designs painted on floors using rice powder or chalk to welcome people into homes and call prosperity. The document also includes instructions on how to design your own kolam or rangoli and encourages practicing this art form.
Chess originated in India over 1500 years ago and has evolved significantly since then. The earliest form was called chaturanga and represented Indian military divisions. It later spread to Persia, Arabia, and Europe. The modern game developed in 15th century Europe with standardized rules and pieces. The objective is to checkmate the opponent's king. There are also draws by stalemate or the 50-move rule. Famous chess players who demonstrated great skill include Paul Morphy, Mikhail Botvinnik, and Bobby Fischer.
Volcanoes form when magma travels through the earth's mantle and crust, reaching the surface as lava and building up in a mountain-like shape. They are composed of cooled lava and ash. Most volcanoes are located near tectonic plate boundaries under the oceans. There are four main types of volcanoes that differ in shape. Eruptions can be triggered by pressure from gases, chemical reactions, or new magma injections. When one occurs, magma explodes from the chamber as lava or ash, which can destroy nearby areas. Afterward, the volcano grows in size and the climate may cool temporarily due to atmospheric effects.
Story mode about volcanic eruption preparedness, Philippine setting
credits to Internet and book sources for information and data
Links are broken
(created for a group/school presentation)
The document summarizes the music of Pakistan. It discusses that Pakistani music incorporates diverse elements from various parts of South Asia as well as Central Asian, Persian, Turkish, Arabic, and Western influences. It is known for instruments like the rubab and includes traditional vocal styles like ghazal, qawwali, and classical genres like dhrupad and khayal. Significant Pakistani instruments mentioned are the harmonium, rubab, tabla, and dholak. The national anthem of Pakistan "Pak Sarzameen Shaad Baad" is also noted.
This document summarizes different types of pathogens including bacteria, viruses, fungi, protozoa, parasitic worms, and prions. It defines pathogens and reservoirs, and describes how pathogens are transmitted directly from person to person or indirectly through vectors like mosquitoes or ticks. Examples are provided of diseases caused by different pathogens and their symptoms, including pneumonia from bacteria, the common cold from viruses, athlete's foot from fungi, malaria from protozoa, intestinal infections from parasitic worms, and mad cow disease from prions.
Music of Pakistan - MAPEH 8 (Music 3rd Quarter)Carlo Luna
Pakistan has a unique musical culture influenced by Central Asia, South Asia, Persia, Turkey, and the Arab world. Vocal styles include ghazal, a poetic form expressing love and loss that can be sung by both men and women, and qawwali, the devotional music of the Sufi order typically performed at shrines. Instrumental music is strengthened by instruments from Punjab like dhol drums in bhangra. Significant instruments include tabla, dholak, harmonium, and rubab.
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 document provides a summary of the history and development of computer chess programs from the 18th century to modern times. It discusses early mechanical chess machines, the first computer chess programs in the 1950s, advances that allowed computers to defeat chess masters by the late 1990s, and the key components of modern chess engines like bitboards, opening books, and tree search algorithms.
Despite immense successes in breaking human records, current training of RL agents is prohibitively expensive in terms of time, GPUs, and samples. For example, it requires hundreds of millions or even billions of steps to reach human-level performance on Atari games. The problem of sample inefficiency is exacerbated in stochastic, partially observable, noisy or long-term real-world environments, whereas humans can show excellent performance under these circumstances without much training. That shortcoming of RL agents can be attributed to the lack of efficient human-like memory mechanisms that hasten learning by smartly utilizing past observations and experiences. This talk presents recent advances in memory-based reinforcement learning where emerging memory systems enable sample-efficient, adaptive and human-like RL agents.
Basketball was invented in 1891 by James Naismith in Springfield, Massachusetts. He created the game to be played indoors during the winter using a soccer ball and peach baskets attached to the wall. The rules have evolved over time but the objective remains to score more points than the opposing team by shooting a ball through an elevated hoop. It is now played professionally around the world by teams of 5 players following international rules.
AQA Project
PAPATHANASSIS D., PANTAZIS P., TRAKAS I., PANTAZIS L. (Junior High Doukas School)
Supervisor: Yannis Kotsanis
The Glogster EDU version...
http://game4.edu.glogster.com/game-history
Smart Gamification: Social Game Design for a Connected WorldAmy Jo Kim
The document discusses key principles for designing social games, including understanding player engagement styles, designing for different stages of player lifecycles, incorporating positive emotions and relationships, using progress mechanics, and rewarding players with autonomy, mastery and belonging. It provides examples of mechanics that motivate players intrinsically rather than just extrinsically.
20 Great Innovations in Casual, Social and Mobile Games That You Should Steal discusses 20 innovative casual, social and mobile games that leverage different platforms and mechanics in interesting ways such as using a player's music library or location in gameplay, integrating social networks, or combining multiple genres. The document provides examples of games that use viral social sharing of scores, asynchronous multiplayer, photo integration, augmented reality, and episodic monetization among other novel approaches. It cautions that some innovations may introduce privacy, licensing, or gameplay issues that would need addressing for successful implementation.
The Power Matrix Roulette System free PDF is a fully working, professional roulette strategy for winning liver dealer roulette online. It works on many online casinos offering live dealer roulette, both American and European wheels. Minimum bankroll required. Excellent win rate.
Every game contains five essential elements: story, objective, challenge, interest, and fun. The document defines each element - story provides the who, what, when, where and why of the game's characters and plot; objective is how to win the game; challenge makes objectives difficult to achieve; interest adds variety through environments, items, characters; and fun makes the game entertaining through missions, humor, graphics.
Cryptocurrency is a form of digital currency that uses cryptography to secure transactions and control the creation of new units. The first cryptocurrency was bitcoin, created in 2009. Cryptocurrencies operate on a decentralized peer-to-peer network using blockchain technology to record all transactions. Cryptocurrency mining involves using computers to solve complex mathematical problems to validate transactions and release new currency. While cryptocurrencies offer benefits like transparency and inflation resistance, they also present risks like market volatility and difficulty recovering lost funds.
This document provides an overview of cryptocurrency, including what it is, how it works, opportunities and challenges. Cryptocurrency uses cryptography and blockchain technology for security. It allows decentralized transactions without government control. While offering advantages like lower fees and privacy, cryptocurrency also faces challenges such as volatility, regulation, and limited acceptance. The future of cryptocurrency depends on continued adoption and overcoming remaining hurdles.
Video game design and programming course for the Master in Computer Engineering at the Politecnico di Milano. http://www.facebook.com/polimigamecollective https://twitter.com/@POLIMIGC http://www.youtube.com/PierLucaLanzi http://www.polimigamecollective.org
Politecnico di Milano, Videogiochi, Video Games, Computer Engineering, game design, game development, sviluppo videogiochi
The document describes a "turtle strategy" for winning at blackjack using a mechanical betting system. The strategy aims to take advantage of favorable streaks while limiting losses during unfavorable streaks. It uses a series of four numbers, betting the total of the outer two numbers. After wins, the outer numbers are canceled. After losses, the amount lost is added to the last unused number, increasing bets after losses to try and recoup losses. The goal is to modestly increase bets during wins and limit losses during losing streaks.
LAFS Game Design 1 - Structural ElementsDavid Mullich
This document discusses key concepts in game design such as players, objectives, procedures, rules, resources, conflict, boundaries, and outcomes. It provides examples and tips for how to effectively incorporate each concept into game design. Players can include single player, multiplayer, and different player roles. Objectives should be clear, challenging but achievable goals. Procedures define allowable actions and gameplay. Rules establish boundaries and restrictions. Resources are assets used to achieve objectives. Conflict creates competition or obstacles. Boundaries separate the game world. Outcomes determine a winner or end state. Good design maximizes choices within clear but not overly complex rules.
This document discusses Indian art forms kolam and rangoli. It provides details about what they are, how they are made, the materials used, and their cultural significance. Specifically, it notes that rangoli and kolam are symmetrical designs painted on floors using rice powder or chalk to welcome people into homes and call prosperity. The document also includes instructions on how to design your own kolam or rangoli and encourages practicing this art form.
Chess originated in India over 1500 years ago and has evolved significantly since then. The earliest form was called chaturanga and represented Indian military divisions. It later spread to Persia, Arabia, and Europe. The modern game developed in 15th century Europe with standardized rules and pieces. The objective is to checkmate the opponent's king. There are also draws by stalemate or the 50-move rule. Famous chess players who demonstrated great skill include Paul Morphy, Mikhail Botvinnik, and Bobby Fischer.
Volcanoes form when magma travels through the earth's mantle and crust, reaching the surface as lava and building up in a mountain-like shape. They are composed of cooled lava and ash. Most volcanoes are located near tectonic plate boundaries under the oceans. There are four main types of volcanoes that differ in shape. Eruptions can be triggered by pressure from gases, chemical reactions, or new magma injections. When one occurs, magma explodes from the chamber as lava or ash, which can destroy nearby areas. Afterward, the volcano grows in size and the climate may cool temporarily due to atmospheric effects.
Story mode about volcanic eruption preparedness, Philippine setting
credits to Internet and book sources for information and data
Links are broken
(created for a group/school presentation)
The document summarizes the music of Pakistan. It discusses that Pakistani music incorporates diverse elements from various parts of South Asia as well as Central Asian, Persian, Turkish, Arabic, and Western influences. It is known for instruments like the rubab and includes traditional vocal styles like ghazal, qawwali, and classical genres like dhrupad and khayal. Significant Pakistani instruments mentioned are the harmonium, rubab, tabla, and dholak. The national anthem of Pakistan "Pak Sarzameen Shaad Baad" is also noted.
This document summarizes different types of pathogens including bacteria, viruses, fungi, protozoa, parasitic worms, and prions. It defines pathogens and reservoirs, and describes how pathogens are transmitted directly from person to person or indirectly through vectors like mosquitoes or ticks. Examples are provided of diseases caused by different pathogens and their symptoms, including pneumonia from bacteria, the common cold from viruses, athlete's foot from fungi, malaria from protozoa, intestinal infections from parasitic worms, and mad cow disease from prions.
Music of Pakistan - MAPEH 8 (Music 3rd Quarter)Carlo Luna
Pakistan has a unique musical culture influenced by Central Asia, South Asia, Persia, Turkey, and the Arab world. Vocal styles include ghazal, a poetic form expressing love and loss that can be sung by both men and women, and qawwali, the devotional music of the Sufi order typically performed at shrines. Instrumental music is strengthened by instruments from Punjab like dhol drums in bhangra. Significant instruments include tabla, dholak, harmonium, and rubab.
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 document provides a summary of the history and development of computer chess programs from the 18th century to modern times. It discusses early mechanical chess machines, the first computer chess programs in the 1950s, advances that allowed computers to defeat chess masters by the late 1990s, and the key components of modern chess engines like bitboards, opening books, and tree search algorithms.
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
Computer chess programs have evolved significantly since the first attempts in the 1940s and 1950s. Early programs evaluated positions based on material alone and searched game trees to a fixed depth. Modern programs use a variety of techniques to search more efficiently, including iterative deepening, transposition tables, null-move pruning, and dynamic move ordering based on histories and killer heuristics. Evaluation functions also consider pawn structure, king safety, and piece placement. The first program to defeat a human world champion was Deep Blue in 1997. State-of-the-art programs like Stockfish integrate extensive opening books, endgame databases, and advanced evaluation and search algorithms.
The document is a chess quiz for beginners hosted by Aagam Chess Academy. It contains 20 multiple choice questions testing knowledge of chess history, rules, and strategy. The questions cover topics like the number of squares on a chessboard, longest chess games in history, chess origins, and the immense number of possible chess games. The quiz is followed by answers and a scoring guide to evaluate chess knowledge as beginner, intermediate, advanced, expert or chess magician.
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Webinar Recording: https://www.panagenda.com/webinars/hcl-notes-und-domino-lizenzkostenreduzierung-in-der-welt-von-dlau/
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Wir erklären Ihnen, wie Sie häufige Konfigurationsprobleme lösen können, die dazu führen können, dass mehr Benutzer gezählt werden als nötig, und wie Sie überflüssige oder ungenutzte Konten identifizieren und entfernen können, um Geld zu sparen. Es gibt auch einige Ansätze, die zu unnötigen Ausgaben führen können, z. B. wenn ein Personendokument anstelle eines Mail-Ins für geteilte Mailboxen verwendet wird. Wir zeigen Ihnen solche Fälle und deren Lösungen. Und natürlich erklären wir Ihnen das neue Lizenzmodell.
Nehmen Sie an diesem Webinar teil, bei dem HCL-Ambassador Marc Thomas und Gastredner Franz Walder Ihnen diese neue Welt näherbringen. Es vermittelt Ihnen die Tools und das Know-how, um den Überblick zu bewahren. Sie werden in der Lage sein, Ihre Kosten durch eine optimierte Domino-Konfiguration zu reduzieren und auch in Zukunft gering zu halten.
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The discussion will extend to how AI can be used to transform XML content. In particular, the focus will be on the use of AI XPath extension functions in XSLT, Schematron, Schematron Quick Fixes, or for XML content refactoring.
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“An Outlook of the Ongoing and Future Relationship between Blockchain Technologies and Process-aware Information Systems.” Invited talk at the joint workshop on Blockchain for Information Systems (BC4IS) and Blockchain for Trusted Data Sharing (B4TDS), co-located with with the 36th International Conference on Advanced Information Systems Engineering (CAiSE), 3 June 2024, Limassol, Cyprus.
2. A bit about me
Carlos Justiniano (carlos.justiniano@gmail.com)
Started playing chess at age 7, reached master
strength in (slow) online play.
Project Manager / Team Lead on the Chessmaster
series.
Founded ChessBrain - a distributed computing project
which earned a Guinness 2005 world record as the
world’s largest chess computer.
Wednesday, September 25, 13
3. Overview
In this talk we’ll look at how computers play
chess.
We’ll begin with a brief history of chess.
Then we’ll look at the core modules which
make up all chess programs.
We’ll end with a look inside an actual chess
program.
Wednesday, September 25, 13
4. Chess History
Chess is well over 1000 years old.
Believed to have originated in India before
spreading to Persia.
The style of chess we play today took form
in Europe during the 15th century.
At about the that time chess books were
written.
Wednesday, September 25, 13
5. Chess History
During the 18th century,
Philidor wrote The Analysis of
Chess (L’analyse des échecs).
He was considered to be one
of the World’s best chess
players in his time.
François-André
Danican Philidor
Wednesday, September 25, 13
6. It’s been said that more books have been
written about chess than for all other
games combined!
Wednesday, September 25, 13
7. So why this fascination
with Chess?
Long considered an
intellectual game - the
game of kings, queens
and generals.
A game which embodies
the struggles of common
men to entire kingdoms.
A epic battle of life and
death.
Wednesday, September 25, 13
9. Chess Today
Today, chess is played around the globe. It’s
estimated that out of 7 billion people about
700 million have played chess at one point in
their lives.
Computers have surpassed the best human
players.
Today competitive chess players use
computers in order to prepare for their
human opponents.
Wednesday, September 25, 13
10. The creation has
surpassed its creator
So, although we humans
have had over 1000 years
to invent, study and
understand the finer
points of chess - machines
are now better at playing
chess than we are!
Wednesday, September 25, 13
11. Whoa! No way dude!
How did this happen?
Wednesday, September 25, 13
12. It didn’t happen
over night
As early inventors created machines, public
fascination grew for some of the more clever
machines exhibiting human characteristics.
Early inventor, Al Jazari, described many such
inventions in his book “The Book of Knowledge of
Ingenious Mechanical Devices” which he wrote in
1206.
Surely, it was only a matter of time before
machines could play chess.
Wednesday, September 25, 13
13. The Turk, Chess Playing
Automaton
Built in 1769 by Wolfgang von
Kempelen.
The Turk beat many players
but lost to the strongest
players of the time, such as
Philidor.
It won many more games than
it lost and was a sensation
throughout Europe.
Wednesday, September 25, 13
14. The Turk, Chess Playing
Automaton
Sadly, however, it was an
elaborate hoax.
The Turk concealed a
human chess master.
The world would not see a
true chess playing machine
for another 180 years.
Wednesday, September 25, 13
15. Fast forward to the late
1930s
The creation of electronic
computers began in the
1930s.
By the late 40s,
computers were used as
research and military
tools in the US, England,
Germany and the former
USSR.
The ENIAC, which became operational in 1946, is
considered to be the first general-purpose electronic
computer. Programmers Betty Jean Jennings (left)
and Fran Bilas (right) are depicted here operating the
ENIAC's main control panel.
Wednesday, September 25, 13
16. Early research papers in
Computer Chess
In 1945, Konrad Zuse, the German pioneer of
computer science first wrote about the
possibility of creating a chess program.
Although Konrad developed one of the first
electronic computers, the Zuse-1, there’s no
record of him actually creating a chess
program.
Wednesday, September 25, 13
17. Early research papers in
Computer Chess
Four years later, in 1949, Claude
Shannon (a research scientist at Bell
Labs) authored a seminal paper
entitled “Programming a Computer for
Playing Chess”.
Many of Shannon’s ideas are still in
use today!
Wednesday, September 25, 13
18. Turing takes things a
few steps further
In 1951, British mathematician and
early computer scientist, Alan Turing
wrote about computer chess.
He later completed a one move chess
analyzer called TUROCHAMP.
Turing’s chess analyzer didn’t run on
an actual computer, but was rather a
set of instructions he could execute
by hand.
Wednesday, September 25, 13
19. Turing takes things a
few steps further
Turing simply calculated chess moves by
looking ahead one move at a time and scoring
them.
Although played on paper, this was the first
program to play a complete game of chess.
Turing believed that games such as chess
served as ideal models in which to study
machine intelligence.
Wednesday, September 25, 13
20. No worries!
We’re not going to cover all
of computer chess history.
Let’s speed things
up a bit...
Wednesday, September 25, 13
21. The 50s - 80s
In 1957, Chess programs using a 6x6 board instead of the 8x8 board began
playing simple chess.
By 1957, the first program to play a game of chess was developed by Alex
Bernstein in the US and one by programmers in Russia.
In 1961 a Russian chess program played a game against a human chess
amateur. This was the first recorded game of man vs machine. Although the
machine lost, it wouldn’t be long before the tables would turn.
Along with advances in main-frame and mini computers, chess programs also
continued to improve during the 60s and 70s.
During the 70s and 80s, Joe Condon and Ken Thompson at Bell Labs created
Belle, the first chess machine to reach master strength play. Side note: you
may remember Ken Thompson as the creator of the UNIX operating system.
Wednesday, September 25, 13
22. The 80s also ushered in
low cost chess computers
Wednesday, September 25, 13
23. The 80s and 90s
During the 80s we also started seeing chess programs for
the early personal computers as well as dedicated chess
machines for consumers.
The 90s were an exciting time in computer chess history as
chess programs began challenging International Chess
masters and later Grandmasters.
This progress was fueled by faster computers, improvements
in software and advances in computing science.
Wednesday, September 25, 13
24. IBM’s Deep Blue
By 1997 IBM’s Deep Blue
chess machine beat then
World Champion, Garry
Kasparov by two wins
against one win and three
draws.
This marked the first time
in human history that a
machine had ever defeated
a World Champion.
Wednesday, September 25, 13
25. Early 2000s
Deep Blue was a highly specialized machine designed to play
chess. However, PCs were also getting better!
In the early 2000s there were three high profile matches between
world-class chess players and PCs.
Keep in mind that these games where played against “gamer-class”
PCs and not large mini and super computers. Not bad for machines
less powerful than Deep Blue.
In 2002 Vladimir Kramnik and Deep Fritz competed an eight game match
ending in a draw.
In 2003, Garry Kasparov played Junior, The match ended a draw with 3–3.
Later that year, Kasparov played X3D Junior in a match also ending in a
draw.
Wednesday, September 25, 13
26. In 2005, Human chess
dominance ends
In 2005, Hydra (a specialized Chess machine using 64
processors) defeated the 6th ranked player in the
world, Michael Adams 5½ to ½ in a six-game match.
In 2006 undisputed World Champion Vladimir Kramnik
played Deep Fritz and lost by a score of 2 to 4.
Today chess programs running on our mobile phones
play better than all but the world’s top human
players.
Wednesday, September 25, 13
27. Today, all competitive
chess players train using
machines - most have no
chance of winning
against the machines in
actual tournament play
Wednesday, September 25, 13
28. Speed in perspective
In the 1980s a microcomputer could execute just
over 2 million instructions per second, by the 90s
they were executing well over 50 million
instructions per second.
Today, the processors in our tablets and phone are
capable of executing over a billion instructions per
second.
Advances in computer science and software tools
have also helped considerably, but advances in raw
processing speed can’t be ignored.
Wednesday, September 25, 13
29. Thinking Games
To understand how computers play chess it’s
important to understand how they play simpler
games.
Wednesday, September 25, 13
30. Thinking Games
We’ve all played
simple games like
tic-tac-toe and the
15 tile sliding game.
These games require
us to consider which
moves will bring us
closer to winning.
Wednesday, September 25, 13
31. Thinking Games
The process of thinking about how to win
involves employing strategies which bring us
closer to achieving a solution.
All games have strategies. In Monopoly it’s
important to obtain high priced properties, in
Reversi/Othello controlling the corner square
is vital.
For computer programs these strategies are
described using Heuristics and Algorithms.
Wednesday, September 25, 13
32. Heuristics and
Algorithms
In computer science the term Heuristic refers
to a method of solving a problem by getting
closer to a solution or end goal.
In contrast the term algorithm refers to a
method (approach) of solving a particular
problem.
It’s common for Heuristics to involve one or
more algorithms.
Wednesday, September 25, 13
33. Most non-trivial games
can’t be realistically solved
with an algorithm -
largely because it would
take too damn long
Wednesday, September 25, 13
34. Solving Chess
Take chess for example: there exists a way
of finding the best move at the start of the
game.
However, it involves looking at all possible
moves and the replies to each of those
moves -- followed by replies to those moves,
and so on until an end is reached.
Not a bad plan if it were not for the shear
number of possible chess moves in a given
game.
Wednesday, September 25, 13
35. If we assume an average chess
game of 40 moves, there are...
10^120 possible moves, or
10,000,000,000,000,000,000,000,000,000,000,
000,000,000,000,000,000,000,000,000,000,00
0,000,000,000,000,000,000,000,000,000,000,
000,000,000,000,000,000,000,000,000
At a calculation speed of 1/1000 of a second
for each move - it would take a computer
10^90 years to make the first move.
Wednesday, September 25, 13
36. 10^120 is a really really
(yes really) big number!
Fictional side note:
It turns out that it’s
considerably larger
than the seven
million years
required for Deep
Thought to arrive at
the answer: 42
Wednesday, September 25, 13
37. Can’t win by brute force
Brute force refers to an approach which
explores all possibilities.
Complex intelligent games can’t be solved by
brute force.
So moves have to be selectively chosen.
This realization is what has driven advances
in how intelligent games are built.
Wednesday, September 25, 13
38. Evaluating choices
So if choices have to be evaluated then we
need a way of performing an evaluation.
In the field of intelligent games this is
referred to as an evaluation function.
The function says: Given a known move
return a score.
The best move in a list of choices is the
move which scored the highest.
Wednesday, September 25, 13
39. How a machine sees
Before a chess program can evaluate a move,
we must first teach it how to represent a
chess position.
This is unsurprisingly known as “Board
representation”.
Wednesday, September 25, 13
40. How a machine sees
A chess board can be
represented as a
numbered list of
squares.
Wednesday, September 25, 13
41. How a machine sees
The chess pieces
themselves can be
represented using the
numbers -1 through 6.
Piece colors are
indicated using positive
and negative numbers.
Wednesday, September 25, 13
42. How a machine sees
This is by no means the only way to
represent a board and pieces.
Other methods exist with names such as
“bitboards” and “Forsyth-Edwards Notation”.
In this talk we’ll stick with our earlier
method.
Wednesday, September 25, 13
43. How a machine sees
Following our earlier example, it’s necessary
to expand upon our simplistic board
representation in order to detect chess
moves which fall out of bounds.
Essentially we need to encode the board’s
boundaries.
Wednesday, September 25, 13
44. How a machine sees
This results in a
larger board which
includes our actual
chess board within.
A value of -99 is
used to represent
out of bound
areas.
Wednesday, September 25, 13
45. How a machine sees
Thus our numbered
list of squares also
changes to allow
for our expanded
board.
Wednesday, September 25, 13
46. How a machine sees
Next, we need to help the machine
understand what it sees.
We need to teach it how each piece moves,
and finally chess rules which further
constrain legal moves.
For example, the King chess piece can’t move into a
square which is already under attack by the
opposing side.
Wednesday, September 25, 13
47. How a machine sees
Let’s consider the Knight
chess piece.
It moves in an L shaped
path: two squares in a
horizontal or vertical
direction and then one
square to either side.
Wednesday, September 25, 13
48. How a machine sees
With a black Knight on
square 78 we can see that it
can move to squares 53, 55,
64, 68, 88, 92, 101, and 103.
We can encode the Knight’s
movements as the difference
between the square it can
move to and the square its
currently on.
Wednesday, September 25, 13
49. How a machine sees
A movement to square 53
involves a subtraction
53-78=-25 So we encode
that move as -25.
Moving to square 101 involves
101-78=23 so we encode that
as +23.
This encoding works no
matter where we place the
Knight.
Wednesday, September 25, 13
50. How a machine sees
Lets place our Knight in the
lower corner of the board.
Notice how most of its moves
fall out of bounds.
This is why we use a larger
board: in order to detect
piece moves which aren’t
valid.
Wednesday, September 25, 13
51. How a machine sees
A chess programmer proceeds to encode the
offset differences for each piece.
This algorithm is known as a legal move
generator.
With a list of legal moves the program can
then run the evaluation function against
each resulting move to begin to isolate a
best move.
Wednesday, September 25, 13
52. Inside an evaluation
function
In chess an evaluation function would
essentially weigh various desirable
characteristics in a chess position and return
a score.
This is one of the earliest methods used in
computer chess.
Wednesday, September 25, 13
53. Inside an evaluation
function
A simple evaluation function would ask
questions like: “how many moves do I have
available?”, “is my King safe?”.
Evaluation functions are typically
implemented using a weighted sum model.
This approach assigns relative values to
various chess factors to arrive at a weighed
score.
Wednesday, September 25, 13
54. Inside an evaluation
function
Before we can assign values in a weighed
sum function we have to agree on a basic
unit of measurement.
Wednesday, September 25, 13
55. Inside an evaluation
function
In computer chess a pawn is assigned the value of 100, a
knight is assigned 300, a bishop 350, a rook 500 and a
Queen is valued at 900. A king is assigned a large number
because capturing the king marks the end of the game.
Wednesday, September 25, 13
56. Inside an evaluation
function
Each factor of an evaluation function is assigned a
value relative to a centipawn, that's 1/100 of a pawn.
For each desired factor, a chess programmer asks,
"how much of a pawn is that factor worth?".
Wednesday, September 25, 13
57. Inside an evaluation
function
Evaluation functions also contain a measure of
material balance - that is, by a show of remaining
pieces - who is winning?. This is determined by
adding up the value of each side’s pieces, which are
already measured in centipawns. So a knight and
two pawns is equal to 500 or equal in value to a
Rook.
Wednesday, September 25, 13
58. Inside an evaluation
function
Here is another example: A chess game begins with
each side having two bishops. It's considered
advantageous to retain both bishops for as long as
possible.
So an evaluation function might value the present of
both bishops as equal to half a centipawn or 50. Once
a player no longer has both bishops an evaluation
function would cease to add 50 to its overall score.
Wednesday, September 25, 13
59. Inside an evaluation
function
Many factors go into an evaluation function, such as
king safety (can the king be attacked, is it safe?) and
Piece Mobility (how many moves are available to a
given piece) greater mobility often equates to more
options or opportunities.
The presence or absence of various factors is what
determines how a position is scored.
Wednesday, September 25, 13
60. Inside an evaluation
function
Here is a really crude evaluation function where
Queen=900, Rook=500, Bishop=350, Knight=300,
Pawn=100.
f below is our evaluation function, the parameter p is
the position to be evaluated, M is a measure of
mobility.
f(p) = QueenWeight X (Qw-Qb) + RookWeight X (Rw -
Rb) + BishopWeight X (Bw-Bb) + KnightWeight X (Nw-
Nb) + (Pw-Pb)+ 0.1 X (Mw-Mb)
Wednesday, September 25, 13
61. Inside an evaluation
function
Simpler evaluation functions model how beginners
see chess positions, while more complex evaluation
functions model how very strong players see a
position.
Complex evaluation functions take more time to
execute than simpler ones.
Thus, other algorithms need to be employed to
speed up the selection process.
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62. Searching for a best
move
So now that we’ve seen how a chess set
(position) can be represented and how a it
can be evaluated - we’re ready to consider
how good moves can be found.
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63. Look ahead
In order for a chess program to decide on a
best move it must also take into account its
opponents move - followed by its own replies
and so on.
This is known as looking ahead. Good chess
players look ahead a few moves while great
chess players have been known to look
ahead a dozen or so moves.
Wednesday, September 25, 13
64. Keeping track of
evaluations
We’ve seen how computers represent chess positions
and how they evaluate them - but how do they
keep track of what they’ve evaluated?
Enter: game trees a tool used to graph positions
(nodes) and moves (vertices) and their relative
evaluations.
Wednesday, September 25, 13
65. When inverted a
game tree appears
more like a natural
tree with a trunk,
branches and leaves
moving upward.
Wednesday, September 25, 13
66. Game Trees
In computer science a tree is also known as
a data structure.
Common data structures include arrays and
hash tables (also known as dictionary or
associative arrays).
Trees can be implemented as array of nodes
- where each node contains both a pointer to
its parent and an array with sibling nodes.
Wednesday, September 25, 13
68. Game Trees
Game Trees, like other data structure, are
useful for more than just storing data.
Algorithms typically operate on data
structures.
For example, a sorted array may contain a
list of places and an algorithm (binary
search) might be used to find a specific
location.
Wednesday, September 25, 13
69. Game Trees and Search
Algorithms
A game tree is built using a legal move generator
and nodes are evaluated using an evaluation function
- which was described earlier.
Search algorithms navigate the game tree while
looking at the score left by an evaluation function.
As a search algorithm visits a node (position) it may
further update other node values along the way.
Wednesday, September 25, 13
71. Search Algorithms
The Minimax algorithm was the first search method
used in computer chess. MAX values (positive) are
assigned to moves for the first player, while MIN
values are assigned to the moves of the second
player. The game tree is filled with MIN and MAX
values and ordered so that any given node contains
the MIN value or MAX value of the best replies
below it.
In this way a path to the best (highest scoring)
move is identified.
Wednesday, September 25, 13
72. Search Algorithms
Alpha-Beta Pruning is a search algorithm which
improves upon the Minimax algorithm by reducing
the number of nodes which need to be evaluated.
It does this by discarding a move branch when it’s
proven to be worse than one already identified.
We humans do this when we consider a choice which
is so bad that we stop considering it and move on to
more promising options.
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74. Improved Alpha/Beta
Over the years, many improvements have
been made to the Alpha Beta Pruning
algorithm.
If you’re interested, checkout NegaScout,
PVS and MTF(f).
Wednesday, September 25, 13
75. Key components
we’ve covered
Board representation / game state: How to
represent a given position.
Move Generation: Given a position, determine
all of the legal moves.
Wednesday, September 25, 13
76. Key components
we’ve covered
Static Evaluation: How to assess a given
position based on various factors.
Search: How to locate the best move in a game
tree of chess positions.
Wednesday, September 25, 13
77. That’s how computers
play chess
The areas we’ve covered should give you a
sense of how computers play chess.
Naturally this talk is a gross
oversimplification but with additional
research into the ideas we’ve covered most
talented programmers should be able to build
their own chess program.
Wednesday, September 25, 13
78. Ideas in action
Let’s take a brief look at an actual chess
program...
There are hundreds of chess programs
available on the web. For this talk I choose
GarboChess by Gary Linscott.
GarboChess is written in simple JavaScript
and can run locally on your computer.
Wednesday, September 25, 13
80. Now you know how
computers play chess!
The ideas we’ve looked at apply to a wide
range of games.
There are many sites online which further
elaborate on the materials we’ve covered.
Wednesday, September 25, 13