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The TCEC17 Computer Chess Superfinal: A perspective TCEC17计算机国际象棋超级决赛:一个视角
Pub Date : 2020-01-01 DOI: 10.3233/icg-200153
M. Sadler
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引用次数: 1
A description language for chess 国际象棋的描述语言
Pub Date : 2020-01-01 DOI: 10.3233/icg-190141
Manuel Cristóbal López-Michelone, J. Ortega-Arjona
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引用次数: 0
BeBe, SYS-10, Inc., and computer chess BeBe, SYS-10, Inc.和计算机国际象棋
Pub Date : 2020-01-01 DOI: 10.3233/icg-200154
Linda Scherzer
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.
BeBe是20世纪80年代表现最好的国际象棋程序之一。这篇文章讲述了BeBe的合著者Linda Scherzer对计算机象棋的一些美好回忆。
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引用次数: 0
Computer Chess and Chess Computers in East Germany 计算机国际象棋和东德的国际象棋计算机
Pub Date : 2020-01-01 DOI: 10.3233/icg-200163
I. Althöfer
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.
第二次世界大战后,德国被分成四个占领区,并于1949年从两个国家中分离出来:西德(正式名称为FRG)和东德(正式名称为GDR)。1989年之前,东德一直处于苏联的控制之下。在这两个州,计算机下棋和国际象棋计算机走的是有趣但截然不同的道路。我们概述了东德的发展:商业国际象棋计算机,问题国际象棋程序,1987年的书,Serfling锦标赛,以及通信国际象棋先驱Heinrich Burger。主题之间存在着重要的相互关系。本书的起点是对冷战形势及其对包括东德在内的社会主义国家造成的严峻经济后果的简短描述。
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引用次数: 1
Computer loses in king-size blunder 电脑输掉了一个大错误
Pub Date : 2020-01-01 DOI: 10.3233/icg-200156
T. Marsland
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.
这篇文章是基于我个人对早期计算机国际象棋比赛的回忆,不仅描述了这项技术的不同之处,而且还描述了在更广泛的人工智能领域中,这项技术的进步是稳定的,并且在今天仍在继续。作者曾参加第一届ACM计算机国际象棋锦标赛(1970年),并在20世纪80年代继续参加比赛。就我自己而言,我在初中(实际上是英国基德明斯特的国王查尔斯1文法学校)学会了如何下棋,但现在只记得在与C.H.O 'D同时下棋时输了。亚历山大(英国国际象棋冠军)在1950年。在高中(普雷斯顿文法学校),我参加了学校的国际象棋队,他们在1954-55学年保持不败。当然,我在诺丁汉大学(我在那里学习数学)踢球,后来在贝德福德郡队踢球,1962年加盟西雅图波音公司。也就是说,我不认为我比a级选手强。基本上,我一生都在下棋,它帮助我培养了解决问题的能力。
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引用次数: 0
Ben Mittman - an appreciation 本·米特曼——感谢
Pub Date : 2020-01-01 DOI: 10.3233/icg-200147
D. Levy
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引用次数: 0
Hydra: Report and technical overview 九头蛇:报告和技术概述
Pub Date : 2020-01-01 DOI: 10.3233/icg-200165
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.
让机器玩像国际象棋这样的游戏的想法相当古老,Turk11 https://en.wikipedia.org/w/index.php?title=The_Turk&oldid=968314029是最早的暗示之一。随着计算机的发明,这个想法得到了新的推动,很快第一个国际象棋程序就出现了。人们花了大约50年的时间才清楚地认识到,机器是优秀的棋手,远远超过任何人类棋手的实力。在20世纪70年代,高效搜索引擎的时代开始了。2004年,国际象棋程序Hydra明显突破了3000 Elo大关,领先于所有其他机器和人类棋手。在本文中,我们从技术层面和社会角度对国际象棋程序九头蛇进行回顾。
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引用次数: 0
The TCEC18 Computer Chess Superfinal: A perspective TCEC18计算机国际象棋超级决赛:一个视角
Pub Date : 2020-01-01 DOI: 10.3233/icg-200161
M. Sadler
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引用次数: 1
Analyzing a variant of Clobber: The game of San Jego 分析clober的一个变体:San Jego的游戏
Pub Date : 2020-01-01 DOI: 10.3233/icg-200164
Raphael Thiele, I. Althöfer
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。
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引用次数: 0
Chess 4.5's participation in the Paul Masson Chess Classic Tournament of 1976 国际象棋4.5参加1976年保罗·马森国际象棋经典锦标赛
Pub Date : 2020-01-01 DOI: 10.3233/icg-200146
David J. Slate
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.
1976年7月24日至25日,计算机程序Chess 4.5参加了保罗·马森国际象棋经典锦标赛。这个项目取得了令人印象深刻的效果。这篇文章描述了我对这一事件及其后果的回忆。
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引用次数: 0
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J. Int. Comput. Games Assoc.
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