Manuel Cristóbal López-Michelone, J. Ortega-Arjona
{"title":"A description language for chess","authors":"Manuel Cristóbal López-Michelone, J. Ortega-Arjona","doi":"10.3233/icg-190141","DOIUrl":"https://doi.org/10.3233/icg-190141","url":null,"abstract":"","PeriodicalId":14829,"journal":{"name":"J. Int. Comput. Games Assoc.","volume":"24 1","pages":"2-13"},"PeriodicalIF":0.0,"publicationDate":"2020-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78177502","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
BeBe was one of the highest-performing chess programs of the 1980s. This article relates some of the fond computer chess memories from Linda Scherzer, co-author of BeBe.
{"title":"BeBe, SYS-10, Inc., and computer chess","authors":"Linda Scherzer","doi":"10.3233/icg-200154","DOIUrl":"https://doi.org/10.3233/icg-200154","url":null,"abstract":"BeBe was one of the highest-performing chess programs of the 1980s. This article relates some of the fond computer chess memories from Linda Scherzer, co-author of BeBe.","PeriodicalId":14829,"journal":{"name":"J. Int. Comput. Games Assoc.","volume":"1 1","pages":"114-119"},"PeriodicalIF":0.0,"publicationDate":"2020-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74350541","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
After World War II, Germany was split into four occupation zones, from which two states arose in 1949: West Germany (officially called FRG) and East Germany (officially GDR). East Germany was under Soviet control until 1989. In both states, computer chess and chess computers followed interesting, but rather different paths. We give an overview of East German developments: on commercial chess computers, problem chess programs, the book of 1987, the Serfling tournaments, and correspondence chess pioneer Heinrich Burger. There exist important interrelations between topics. The starting point is a short description of the Cold War situation with its harsh economic consequences for the socialist states, including East Germany.
{"title":"Computer Chess and Chess Computers in East Germany","authors":"I. Althöfer","doi":"10.3233/icg-200163","DOIUrl":"https://doi.org/10.3233/icg-200163","url":null,"abstract":"After World War II, Germany was split into four occupation zones, from which two states arose in 1949: West Germany (officially called FRG) and East Germany (officially GDR). East Germany was under Soviet control until 1989. In both states, computer chess and chess computers followed interesting, but rather different paths. We give an overview of East German developments: on commercial chess computers, problem chess programs, the book of 1987, the Serfling tournaments, and correspondence chess pioneer Heinrich Burger. There exist important interrelations between topics. The starting point is a short description of the Cold War situation with its harsh economic consequences for the socialist states, including East Germany.","PeriodicalId":14829,"journal":{"name":"J. Int. Comput. Games Assoc.","volume":"598 1","pages":"152-164"},"PeriodicalIF":0.0,"publicationDate":"2020-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"77865390","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This article is based on my personal reminiscences about the early days of computer chess tournaments, describing not only how different the technology was, but also that progress was steady and continues today in the broader field of Artificial Intelligence. The author was a participant in the 1st ACM computer chess championship (1970) and continued to compete well into the 1980s. Speaking for myself, I learned how to play chess in Junior High School (actually King Charles 1 Grammar School in Kidderminster, UK), but now only remember losing in a simultaneous game with C.H.O’D. Alexander (the UK Chess Champion) in 1950. In High School (Preston Grammar School) I played for the school’s chess team, who were undefeated in the 1954–55 school year. Naturally I played for the University of Nottingham (where I was studying Mathematics), and later for the Bedfordshire County team, before leaving to join Boeing, Seattle, in 1962. That said, I don’t think I was ever better than a Class A player. Basically, I have played chess all my life, and it has helped develop my problem-solving skills.
{"title":"Computer loses in king-size blunder","authors":"T. Marsland","doi":"10.3233/icg-200156","DOIUrl":"https://doi.org/10.3233/icg-200156","url":null,"abstract":"This article is based on my personal reminiscences about the early days of computer chess tournaments, describing not only how different the technology was, but also that progress was steady and continues today in the broader field of Artificial Intelligence. The author was a participant in the 1st ACM computer chess championship (1970) and continued to compete well into the 1980s. Speaking for myself, I learned how to play chess in Junior High School (actually King Charles 1 Grammar School in Kidderminster, UK), but now only remember losing in a simultaneous game with C.H.O’D. Alexander (the UK Chess Champion) in 1950. In High School (Preston Grammar School) I played for the school’s chess team, who were undefeated in the 1954–55 school year. Naturally I played for the University of Nottingham (where I was studying Mathematics), and later for the Bedfordshire County team, before leaving to join Boeing, Seattle, in 1962. That said, I don’t think I was ever better than a Class A player. Basically, I have played chess all my life, and it has helped develop my problem-solving skills.","PeriodicalId":14829,"journal":{"name":"J. Int. Comput. Games Assoc.","volume":"37 1","pages":"90-98"},"PeriodicalIF":0.0,"publicationDate":"2020-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78353765","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Ulf Lorenz, C. Donninger, M. N. Ali, Güneş Erdoğan, C. Lutz
The idea to let machines play games like Chess is quite old, with the Turk11 https://en.wikipedia.org/w/index.php?title=The_Turk&oldid=968314029 being one of the first hints. With the invention of computers, this idea got a new boost, and soon the first chess programs were presented. It took about 50 years until it was clear that the machines are superior chess players, far beyond the playing strengths of any human players. In the 1970s, the era of efficient search engines started and in 2004, the chess program Hydra clearly crossed the 3000 Elo mark, ahead of all other machines and human players. In this paper, we present a review on the chess program Hydra, on a technical level as well as from a social perspective.
{"title":"Hydra: Report and technical overview","authors":"Ulf Lorenz, C. Donninger, M. N. Ali, Güneş Erdoğan, C. Lutz","doi":"10.3233/icg-200165","DOIUrl":"https://doi.org/10.3233/icg-200165","url":null,"abstract":"The idea to let machines play games like Chess is quite old, with the Turk11 https://en.wikipedia.org/w/index.php?title=The_Turk&oldid=968314029 being one of the first hints. With the invention of computers, this idea got a new boost, and soon the first chess programs were presented. It took about 50 years until it was clear that the machines are superior chess players, far beyond the playing strengths of any human players. In the 1970s, the era of efficient search engines started and in 2004, the chess program Hydra clearly crossed the 3000 Elo mark, ahead of all other machines and human players. In this paper, we present a review on the chess program Hydra, on a technical level as well as from a social perspective.","PeriodicalId":14829,"journal":{"name":"J. Int. Comput. Games Assoc.","volume":"201 1","pages":"132-151"},"PeriodicalIF":0.0,"publicationDate":"2020-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78132825","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
San Jego is a two-player game with perfect information. It is a variation of the games Clobber (2001) and Cannibal Clobber. Given is a rectangular board with black and white pieces on the cells. Multiple pieces which are stacked on each other are called towers. The piece on top of a tower indicates her owner. A move consists of picking an own tower and placing it completely on top of an adjacent tower. If both players can not move anymore, the game ends. Winner is the player with the highest tower. An upper bound for the state-space complexity of San Jego is determined. Furthermore, the game-tree complexity is approximated theoretically and numerically. For small board sizes, the optimal game-theoretic values are calculated and the advantage of the first move is determined.
San Jego是一个完全信息的双人博弈。它是游戏《Clobber》(2001)和《Cannibal Clobber》的变体。给定一个矩形板,在单元上有黑色和白色的块。堆叠在一起的多个部件被称为塔。塔顶的那块表明了她的主人。移动包括选择自己的塔并将其完全放置在相邻塔的顶部。如果两个玩家都不能移动,游戏结束。拥有最高塔的玩家就是赢家。确定了San Jego状态空间复杂度的上界。此外,从理论上和数值上对游戏树的复杂性进行了近似。对于较小的棋盘,计算最优的博弈论值,并确定第一步的优势。
{"title":"Analyzing a variant of Clobber: The game of San Jego","authors":"Raphael Thiele, I. Althöfer","doi":"10.3233/icg-200164","DOIUrl":"https://doi.org/10.3233/icg-200164","url":null,"abstract":"San Jego is a two-player game with perfect information. It is a variation of the games Clobber (2001) and Cannibal Clobber. Given is a rectangular board with black and white pieces on the cells. Multiple pieces which are stacked on each other are called towers. The piece on top of a tower indicates her owner. A move consists of picking an own tower and placing it completely on top of an adjacent tower. If both players can not move anymore, the game ends. Winner is the player with the highest tower. An upper bound for the state-space complexity of San Jego is determined. Furthermore, the game-tree complexity is approximated theoretically and numerically. For small board sizes, the optimal game-theoretic values are calculated and the advantage of the first move is determined.","PeriodicalId":14829,"journal":{"name":"J. Int. Comput. Games Assoc.","volume":"2 1","pages":"257-271"},"PeriodicalIF":0.0,"publicationDate":"2020-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78428744","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
On July 24–25, 1976, the computer program Chess 4.5 participated in the Paul Masson Chess Classic Tournament. The program achieved an impressive result. This article describes my recollection of this event and its aftermath.
{"title":"Chess 4.5's participation in the Paul Masson Chess Classic Tournament of 1976","authors":"David J. Slate","doi":"10.3233/icg-200146","DOIUrl":"https://doi.org/10.3233/icg-200146","url":null,"abstract":"On July 24–25, 1976, the computer program Chess 4.5 participated in the Paul Masson Chess Classic Tournament. The program achieved an impressive result. This article describes my recollection of this event and its aftermath.","PeriodicalId":14829,"journal":{"name":"J. Int. Comput. Games Assoc.","volume":"39 1","pages":"86-89"},"PeriodicalIF":0.0,"publicationDate":"2020-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85736461","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}