Computers, Chess and Long-Range Planning


Book Description

Mihail Moiseevich Botvinnik is an electrical engineer by profession; during World War II he headed a high-tension laboratory in the Urals and was decorated by the USSR for his accomplishments. At present, he is the head of the alternating-current machine laboratory at the Moscow Institute of Power Engineering. He is also a world-renowned chess player. He was born in 1911, and by 1935 had become a Grandmaster of Soviet chess. In 1948 he won the world chess championship and held the title until 1963 (except for a two-year break). His chess style has been characterized as deep, objective, serious, and courageous. In this book, the quality of his thinking is revealed in his study of the basic thought processes of master chess players, and his reduction of these processes to mathematical form. This formalization of thought processes is a contribution to science at three levels: at the immediate level, it provides a basis for a computer program that seems likely to succeed in playing chess; at the middle level, game-playing programs help us to study and rationalize the processes of planning and decision-making; and, at the highest level, the study of the mind in action, as in the game of chess, leads to an understanding of human thought and of the human psyche.




Advances in Computer Chess


Book Description

Advances in Computer Chess 3 focuses on the mechanics involved in playing chess on computer. This book features an extensive discussion of the game wherein it is played in a different setting. The selection, which is composed of 13 chapters, features the extensive contributions of researchers who continuously search for ways to improve playing chess on computer. This book starts with the discussion of the basic principles and concepts that can impose changes on how the game is played. A discussion is devoted to the Belle chess hardware. What is clearly pointed out in this section is the speed of the program relative to responses made while playing. A comparison is made between the performance of human and computer in playing chess. The complexity of various computer moves are then elaborated by highlighting how these moves can alter the pace as well as the result of the game. The development of a program that is aimed at solving problems on how chess is played is also noted. This book is a sure hit for those who are fond of playing chess in any playing field.




Chess Strategy for Club Players


Book Description

Every club player knows the problem: the opening has ended, and now what? With this new edition of his award winning book, International Master Herman Grooten presents to amateur players a complete and structured course on how to recognize key characteristics in all types of positions and how to make use of those characteristics to choose the right plan. His teachings are based on the famous “Elements” of Wilhelm Steinitz, but Grooten has significantly expanded and updated the work of the first World Champion. He supplies many modern examples, tested in his own practice as a coach of talented youngsters. In Chess Strategy for Club Players you will learn the basic elements of positional understanding: pawn structure, piece placement, lead in development, open files, weaknesses, space advantage and king safety. You will master the art of converting a temporary plus into other, more permanent advantages. The author also explains what to do when, in a given position, the basic principles seem to point in different directions. Each chapter of this fundamental primer ends with a set of highly instructive exercises. This new 3rd edition has, besides various corrections and improvements, a new introduction and a brand-new chapter called ‘Total Control’ with new exercises.




Mathematical Aspects of Artificial Intelligence


Book Description

There exists a history of great expectations and large investments involving artificial intelligence (AI). There are also notable shortfalls and memorable disappointments. One major controversy regarding AI is just how mathematical a field it is or should be. This text includes contributions that examine the connections between AI and mathematics, demonstrating the potential for mathematical applications and exposing some of the more mathematical areas within AI. The goal is to stimulate interest in people who can contribute to the field or use its results. Included in the work by M. Newborn on the famous Deep BLue chess match. He discusses highly mathematical techniques involving graph theory, combinatorics and probability and statistics. G. Shafer offers his development of probability through probability trees with some of the results appearing here for the first time. M. Golumbic treats temporal reasoning with ties to the famous Frame Problem. His contribution involves logic, combinatorics and graph theory and leads to two chapters with logical themes. H. Kirchner explains how ordering techniques in automated reasoning systems make deduction more efficient. Constraint logic programming is discussed by C. Lassez, who shows its intimate ties to linear programming with crucial theorems going back to Fourier. V. Nalwa's work provides a brief tour of computer vision, tying it to mathematics - from combinatorics, probability and geometry to partial differential equations. All authors are gifted expositors and are current contributors to the field. The wide scope of the volume includes research problems, research tools and good motivational material for teaching.




Chess Skill in Man and Machine


Book Description

Ten years of intensive effort on computer chess have produced notable progress. Although the background information and technical details that were written in 1975 for the first edition of this book are still valid in most essential points, hardware and software refinements have had a major impact on the effectiveness of these ideas. The current crop of chess machines are performing at unexpectedly high levels. The approach epitomized by the series of programs developed by David Slate and Larry Atkin at Northwestern in the middle 1970s (i. e. , a sophisticated search algorithm using very little chess knowledge) was expected to reach an asymptbtic level of performance no higher than that of a class A player (USCF rating between 1800 and 2000). This perspective was argued quite vigorously by Eliot Hearst in Chapter 8 of the first edition and was held at that time by many chess experts. Subsequent events have clearly demonstrated that the asymptotic performance level for this type of pro gram it at least as high as the master level (USCF rating between 2200 and 2400). Current discussions now focus upon whether the earlier reser vations were wrong in principle or simply underestimated the asymptote. If there is a real barrier which will prevent this type of program from attaining a world championship level of performance, it is not evident from the steady progress which has been observed during the last decade.




All About Chess and Computers


Book Description

For some time now, I have felt that the time is right to write a book about Computer Chess. Ever since the first attempts at chess pro gramming were made, some twenty five years ago, interest in the subject ha"s grown from year to year. During the late 1950s the subject was first brought to the attention of the public by an article in Scient(fic American, and less than a decade later a chess program was competing in a tournament with humans. More recently, there have been tournaments in which the only participants were computer programs. and when the first World Computer Championship was held in Stockholm in 1974 the event was an outstanding success. Laymen often doubt the value of investing in a subject so esoteric as computer chess, but there is definitely considerable benefit to be gained from a study of the automisation of chess and other intellectual games. If it proves possible to play such games well by computer, then the techniques employed to analyse and assess future positions in these games will also be useful in other problems in long-range planning. I have tried to make this book both interesting and instructive. Those who understand anything at all about chess but who have no knowledge of computers, will be able to follow my description of how computers play chess. Those with a knowledge of both areas will still find much to interest them.




One Jump Ahead


Book Description

This extraordinary book tells of the creation of the world-class checkers computer program, Chinook. From its beginnings in 1988, Chinook became a worthy opponent to the world champion and by 1992 had defeated all the worlds top human players. In his fascinating account, Jonathan Schaeffer, the originator and leader of the Chinook team, provides an engrossing story of failures and successes. He describes the human story behind Chinook and his own feelings in his continuous effort to improve the programs performance. We follow the development of Chinook from an innocent question asked over lunch, through to the final match against the then world champion, Marion Tinsley. As the story unfolds, readers are introduced to the rules of checkers and the basics of computer game programs, as well as to the key figures in the story. The culmination of this new edition expounds upon checker finally perfected and solved by Chinook ten years after the story was originally told.




Computer Games I


Book Description

Computer Games I is the first volume in a two part compendium of papers covering the most important material available on the development of computer strategy games. These selections range from discussions of mathematical analyses of games, to more qualitative concerns of whether a computer game should follow human thought processes rather than a "brute force" approach, to papers which will benefit readers trying to program their own games. Contributions include selections from the major players in the development of computer games: Claude Shannon whose work still forms the foundation of most contemporary chess programs, Edward O. Thorpe whose invention of the card counting method caused Las Vegas casinos to change their blackjack rules, and Hans Berliner whose work has been fundamental to the development of backgammon and chess games.




Human-Computer Interaction. Interaction Technologies


Book Description

The 3 volume-set LNCS 10901, 10902 + 10903 constitutes the refereed proceedings of the 20th International Conference on Human-Computer Interaction, HCI 2018, which took place in Las Vegas, Nevada, in July 2018. The total of 1171 papers and 160 posters included in the 30 HCII 2018 proceedings volumes was carefully reviewed and selected from 4346 submissions. HCI 2018 includes a total of 145 papers; they were organized in topical sections named: Part I: HCI theories, methods and tools; perception and psychological issues in HCI; emotion and attention recognition; security, privacy and ethics in HCI. Part II: HCI in medicine; HCI for health and wellbeing; HCI in cultural heritage; HCI in complex environments; mobile and wearable HCI. Part III: input techniques and devices; speech-based interfaces and chatbots; gesture, motion and eye-tracking based interaction; games and gamification.




Artificial Intelligence in the 21st Century


Book Description

This new edition provides a comprehensive, colorful, up-to-date, and accessible presentation of AI without sacrificing theoretical foundations. It includes numerous examples, applications, full color images, and human interest boxes to enhance student interest. New chapters on robotics and machine learning are now included. Advanced topics cover neural nets, genetic algorithms, natural language processing, planning, and complex board games. A companion DVD is provided with resources, applications, and figures from the book. Numerous instructors’ resources are available upon adoption. eBook Customers: Companion files are available for downloading with order number/proof of purchase by writing to the publisher at [email protected]. FEATURES: • Includes new chapters on robotics and machine learning and new sections on speech understanding and metaphor in NLP • Provides a comprehensive, colorful, up to date, and accessible presentation of AI without sacrificing theoretical foundations • Uses numerous examples, applications, full color images, and human interest boxes to enhance student interest • Introduces important AI concepts e.g., robotics, use in video games, neural nets, machine learning, and more thorough practical applications • Features over 300 figures and color images with worked problems detailing AI methods and solutions to selected exercises • Includes DVD with resources, simulations, and figures from the book • Provides numerous instructors’ resources, including: solutions to exercises, Microsoft PP slides, etc.