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Reach Chess: An accidental chess variant 到达国际象棋意外的国际象棋变体
IF 0.4 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-09-10 DOI: 10.3233/icg-240253
Cameron Browne, Markus Niebisch, Alain Brobecker, Stephen Tavener
Reach Chess is a chess variant discovered by accident while testing the Ludii general game system, in which a simple rule change fundamentally subverts the nature of the standard game. This paper describes Reach Chess, how it came to exist, and reveals its character through a brief analysis and puzzle with annotated solution.
到达棋是在测试 Ludii 通用游戏系统时意外发现的一种国际象棋变体,其中一个简单的规则变化从根本上颠覆了标准游戏的性质。本文介绍了 "到达棋",它是如何出现的,并通过简要分析和带有注解的谜题揭示了它的特点。
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引用次数: 0
GameTable Working Group 1 meeting report on search, planning, learning, and explainability 关于搜索、规划、学习和可解释性的 GameTable 第 1 工作组会议报告
IF 0.4 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-07-29 DOI: 10.3233/icg-240251
Dennis J.N.J. Soemers, Jakub Kowalski, Éric Piette, Achille Morenville, Walter Crist
The inaugural in-person meeting for the “GameTable” COST Action’s Working Group 1 (WG1) on Search, Planning, Learning, and Explainability took place at the Leiden Institute of Advanced Computer Science (LIACS) on January 31st, 2024. The primary aims of this meeting were to facilitate talks and discussions on, and connect researchers interested in, three core research goals: (1) human-like game-playing AI, (2) imperfect-information games within a general game playing context, and (3) explainable search and reinforcement learning in games. This report provides a summary of the discussions and talks that took place during the meeting.
2024年1月31日,"GameTable "COST行动的搜索、规划、学习和可解释性第一工作组(WG1)在莱顿高等计算机科学研究所(LIACS)举行了首次面对面会议。本次会议的主要目的是促进就三个核心研究目标进行会谈和讨论,并将对这三个目标感兴趣的研究人员联系起来:(1) 类人游戏人工智能,(2) 一般游戏背景下的不完全信息游戏,以及 (3) 游戏中的可解释搜索和强化学习。本报告概述了会议期间的讨论和会谈情况。
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引用次数: 0
Los Alamos chess game 2 (after P-K3) is solved; black wins in 21 moves 洛斯阿拉莫斯国际象棋第 2 局(P-K3 之后)已解;黑棋 21 步获胜
IF 0.4 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-05-30 DOI: 10.3233/icg-240247
Roger Sayle
In a defining event for the field of Artificial Intelligence (AI), the first game of chess skill between a human and computer took place in 1956 (Chess Review (1957) 13–17; The Machine Plays Chess? (1978) Pergamon Press). In this match, Dr Martin Kruskal from Princeton University played White against the MANIAC I computer at Los Alamos Scientific Laboratory in New Mexico, programmed by Paul Stein and Mark Wells. Due to the very limited capacity of computers at the time, which couldn’t handle a full 8×8 chess board, the competitors played “Los Alamos Chess”, a minichess variant using a 6×6 board without bishops. For this game, White played without a queen, opened with P-K3 and ultimately won against the machine opponent in 38 moves. Here we show that Black can force a win in 21 moves.
人工智能(AI)领域的一个决定性事件是,1956 年人类与计算机之间进行了第一场国际象棋对弈(《国际象棋评论》(1957 年)13-17;《机器下国际象棋》(1978 年)Pergamon 出版社)。在这场比赛中,普林斯顿大学的马丁-克鲁斯卡尔(Martin Kruskal)博士执白对阵由保罗-斯坦(Paul Stein)和马克-威尔斯(Mark Wells)编程的新墨西哥州洛斯阿拉莫斯科学实验室的 MANIAC I 计算机。由于当时计算机的处理能力非常有限,无法处理完整的8×8棋盘,因此对局双方下的是 "洛斯阿拉莫斯棋",一种使用6×6棋盘、不含象的小型国际象棋变体。在这盘棋中,白方没有后,以P-K3开局,最终在38步内战胜了机器对手。这里我们将证明黑方可以在21步内取胜。
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引用次数: 0
GameTable COST action: kickoff report GameTable COST 行动:开球报告
IF 0.4 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-04-12 DOI: 10.3233/icg-240245
Éric Piette, Walter Crist, Dennis J.N.J. Soemers, Lisa Rougetet, Summer Courts, Tim Penn, Achille Morenville
The GameTable COST Action kickoff, focusing on “Computational Techniques for Tabletop Games Heritage,” took place at Leiden University in the Pieter de la Court Building from January 29th to 30th, 2024. This event aimed to convene researchers from diverse backgrounds involved in the Action, offering an opportunity to present an overview of the key research areas, share concrete case studies, and facilitate discussions and idea exchanges across fields that may not typically intersect, thereby enhancing the organization of the Action. This report provides a summary of the organization and discussions of the event, and future plans for GameTable.
以 "桌面游戏遗产计算技术 "为主题的 GameTable COST 行动启动仪式于 2024 年 1 月 29 日至 30 日在莱顿大学 Pieter de la Court 大楼举行。此次活动旨在召集参与行动的不同背景的研究人员,提供机会介绍关键研究领域的概况,分享具体案例研究,促进通常可能没有交集的不同领域之间的讨论和思想交流,从而加强行动的组织工作。本报告总结了此次活动的组织和讨论情况,以及 GameTable 的未来计划。
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引用次数: 0
2024 world computer chess championships: The end of an era 1974–2024 2024 年世界计算机国际象棋锦标赛:一个时代的终结 1974-2024
IF 0.4 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-04-02 DOI: 10.3233/icg-240243
Jonathan Schaeffer
After 50 years, the final World Computer Chess Championships will be held in Santiago de Compostela, Spain, October 19–24, 2024. Most of the world’s strongest programs will be competing for the coveted Shannon Trophy. In addition to the tournaments, there will be a very special event: the Chess: History, Experiments, and Search Symposium (CHESS), which will bring together many of the pioneers of computer chess.
50 年后,最后一届世界计算机国际象棋锦标赛将于 2024 年 10 月 19-24 日在西班牙圣地亚哥-德孔波斯特拉举行。届时,世界上大多数最强大的程序都将角逐梦寐以求的香农奖杯。除了比赛之外,还有一项非常特别的活动:国际象棋:历史、实验和搜索研讨会(CHESS),它将汇集许多计算机国际象棋的先驱。
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引用次数: 0
Athénan wins sixteen gold medals at the Computer Olympiad 阿瑟南在计算机奥林匹克竞赛中赢得 16 枚金牌
IF 0.4 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-01-02 DOI: 10.3233/icg-230239
Quentin Cohen-Solal, Tristan Cazenave
Unlike Alpha Zero-like algorithms (Silver et al., 2018), Athénan is based on the Descent framework (Cohen-Solal, 2020). Thus, during the training process, it uses a variant of Unbounded Minimax (Korf and Chickering, 1996) called Descent, instead of Monte Carlo Tree Search, to construct the partial game tree used to determine the best action to play and to collect data for learning. With Descent, at each move, the best sequences of moves are iteratively extended until terminal states. During evaluations, another variant of Unbounded Minimax is used. This variant contains in particular a generic solver and it chooses the safest action to decide between actions. Moreover, contrary to Alpha Zero, Athénan does not use a policy network, only a value network. The actions therefore do not need to be encoded. In addition, unlike the Alpha Zero paradigm, with Athénan all data generated during the searches to determine the best actions to play is used for learning. As a result, much more data is generated per match (Cohen-Solal and Cazenave, 2023), and thus the training is done more quickly and does not require a (massive) parallelization to give good results (contrary to Alpha Zero). Athénan can use end-of-game heuristic evaluations to improve its level of play, such as game score or game length (in order to win quickly and lose slowly). Further improvements are described in (Cohen-Solal, 2020).
与 Alpha Zero 类似算法(Silver 等人,2018 年)不同,Athénan 基于 Descent 框架(Cohen-Solal,2020 年)。因此,在训练过程中,它使用一种名为 "后裔"(Descent)的无界最小值(Unbounded Minimax)变体(Korf 和 Chickering,1996 年),而不是蒙特卡洛树搜索(Monte Carlo Tree Search)来构建部分博弈树,用于确定最佳下棋策略和收集学习数据。使用后裔法时,在每一步棋中,最佳棋步序列都会被迭代扩展,直至终端状态。在评估过程中,会使用无界最小值的另一种变体。这种变体特别包含一个通用求解器,它会选择最安全的棋步来决定不同的棋步。此外,与 Alpha Zero 不同,Athénan 不使用策略网络,只使用值网络。因此,不需要对行动进行编码。此外,与阿尔法零范式不同的是,Athénan 将搜索过程中产生的所有数据用于学习,以确定最佳行动。因此,每场比赛产生的数据要多得多(Cohen-Solal 和 Cazenave,2023 年),因此训练完成得更快,而且不需要(大规模)并行化就能获得良好结果(与 Alpha Zero 相反)。Athénan 可以利用对局结束时的启发式评估来提高对局水平,如对局得分或对局长度(以便快赢慢输)。科恩-索拉勒(Cohen-Solal, 2020)对进一步的改进进行了描述。
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引用次数: 0
The 2023 Computer Olympiad 2023 年计算机奥林匹克竞赛
IF 0.4 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-01-02 DOI: 10.3233/icg-230240
Hiroyuki Iida, Jonathan Schaeffer, I-Chen Wu
The 26th Computer Olympiad was held online during August/September 2023. With 102 participating programs competing in 32 events, the event was a success.
第 26 届计算机奥林匹克竞赛于 2023 年 8 月/9 月期间在网上举行。102 个参赛项目参加了 32 个项目的角逐,赛事取得圆满成功。
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引用次数: 0
Editorial: Looking back, looking forward 社论:回顾过去,展望未来
IF 0.4 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2024-01-02 DOI: 10.3233/icg-230241
Mark Winands
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引用次数: 0
MeowCaTS won the Mahjong tournament MeowCaTS 赢得麻将锦标赛
IF 0.4 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-12-21 DOI: 10.3233/icg-230238
Shih-Chieh Tang, I-Chen Wu, Jr-Chang Chen
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引用次数: 0
Artificial intelligence and correspondence chess: A harbinger for other endeavors 人工智能与国际象棋:其他工作的先兆
IF 0.4 4区 计算机科学 Q4 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-12-12 DOI: 10.3233/icg-230237
Jon Edwards
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引用次数: 0
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