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         Computer Chess:     more books (100)
  1. Chess Computer Compendium by D.N.L. Levy, 1989-01-05
  2. Computers, Chess and Long-Range Planning by Mikhail Moiseevich, Botvinnik, 1970-01
  3. How to Get the Most from Your Chess Computer by Rhm Press, 1980-09
  4. Sargon IV : Computer Chess by Dan and Kathe; Futch, Jill; Baczynskyj, Boris Spracklen, 1988
  5. How To Beat Your Chess Computer - by Raymond Keene -, 1992
  6. How to Get the Most from Your Chess Computer (RHM Chess Books) by Julio Kaplan, 1981-01
  7. Sargon IV Computer Chess by Dan and Kathe Spracklen, 1988
  8. Winning Chess Brilliancies by Yasser Seirawan, 1998-10-14
  9. Computers, Chess, and Cognition by T. Anthony Marsland, Jonathan Schaeffer, 1990-10
  10. Computer chess.(Evaluation) (Software Review): An article from: U.S. Kids
  11. Sargon III: The Ultimate in Computer Chess
  12. Advances in Computer Chess 2 by M. R. B. Clarke, 1980-08
  13. Computer Chess by Ludek Pachman, Vas I. Kuhnmund, 1986-11
  14. Computers, Chess and Long Range Planning by M. M. Translated By Arthur Brown Botvinnik, 1970

21. GNU Chess
Contains GNUChess Atari, Chess, computer chess and source code of these for different platforms
http://users.pandora.be/ai/chess/indexGNUChess.html

22. Chess Tiger: The Strongest Computer Chess Program For The Palm - Free Download
Chess Tiger for Palm, the strongest computer chess program available for the Palm computing platform can be downloaded for free from this page.
http://perso.wanadoo.fr/ct_chess/
Handheld Computing
"By far and away the best chess program for Palm..."
David Dunbar, Chess guide for About.com
"The most powerful and flexible chess program offered
for Palm PDAs is Chess Tiger for the Palm."
Chris Kantack's LCD Chess Information Site

23. Daily Chess Columns
A short history of computer chess. A short history of computer chess. So it seemed unlikely that computers would ever play masterlevel chess. Alpha-beta.
http://www.chessbase.com/columns/column.asp?pid=102

24. Computer Chess Programming
Information about computer chess programming, links to chess program sources, computer chess publications, computer chess research. computer chess Programming.
http://chess.verhelst.org/
Computer Chess Programming
Information about computer chess programming, links to chess program sources, computer chess publications, computer chess research
computer chess, chess programming, chess programs, tree search, alpha-beta
Click here to enter http://www.xs4all.nl/~verhelst/chess/ mydomain.com - Register your domain name

25. IBM Research | Deep Blue | Overview
computer chessREFLECTIONS ON computer chess. Valdemar W.Setzer. Dept. 8. There is a joke saying that chess is an idiotic game, because even computers play it well
http://www.chess.ibm.com/home/html/b.html

Home
My account Select a country IBM Research Home ... Feedback
Commentary
George Plimpton
on chess, Kasparov, and the limitations of computers
Read the article
Club Kasparov
Visit the virtual home of the world's greatest chess player.
Community
During the rematch, more than 20,000 people from 120 countries joined the community to talk about the match.
Commentary
Vishwanathan Anand
on the legacy of Kasparov vs. Deep Blue
Read the article Guest essays Thoughts on chess, computers, and what it all means Read the essays... Clips from the rematch Video footage from the games Highlights from the games About IBM Privacy Legal Contact

26. Computer Chess - Wikipedia, The Free Encyclopedia
computer chess. From Wikipedia, the free encyclopedia. Chess enthusiasts and computer chess implementation issues. Developers of chess
http://en.wikipedia.org/wiki/Computer_chess
Computer chess
From Wikipedia, the free encyclopedia.
Chess enthusiasts and computer engineers have attempted to build, with increasing degrees of seriousness and success, chess-playing machines since . Motivations can essentially be consolidated into two: firstly, to build a machine to play chess with for solo entertainment, and secondly, to investigate chess as a problem which might provide some insight into human cognition. In this view, the history of computer chess is both a spectacular success and a virtually complete failure. Chess-playing computers are available for negligible cost, and there are many programs (even the free GNU Chess , Amy, Pepito, Crafty , and more http://wbec-ridderkerk.nl/ ) that play a game that, with the aid of virtually any modern personal computer can defeat most master players under tournament conditions, while top commercial programs like Shredder or Fritz have surpassed even world champion caliber players at blitz and short time controls. However, to the surprise and disappointment of many, chess has taught us little about building machines that offer human-like intelligence, or indeed do anything except play excellent chess. For this reason, computer chess, (as with other games, like Scrabble ) is no longer of great academic interest to researchers in artificial intelligence , and has largely been replaced by more intuitive games such as Go as a testing paradigm. Chess-playing programs essentially explore huge numbers of potential future moves by both players and apply a relatively simple evaluation function to the positions that result, whereas a game like

27. Computer Chess - Wikipedia, The Free Encyclopedia
computer chess. (Redirected from computer chess). Chess enthusiasts and computer computer chess implementation issues. Developers of chessplaying
http://en.wikipedia.org/wiki/Computer_Chess
Computer chess
From Wikipedia, the free encyclopedia.
(Redirected from Computer Chess Chess enthusiasts and computer engineers have attempted to build, with increasing degrees of seriousness and success, chess-playing machines since . Motivations can essentially be consolidated into two: firstly, to build a machine to play chess with for solo entertainment, and secondly, to investigate chess as a problem which might provide some insight into human cognition. In this view, the history of computer chess is both a spectacular success and a virtually complete failure. Chess-playing computers are available for negligible cost, and there are many programs (even the free GNU Chess , Amy, Pepito, Crafty , and more http://wbec-ridderkerk.nl/ ) that play a game that, with the aid of virtually any modern personal computer can defeat most master players under tournament conditions, while top commercial programs like Shredder or Fritz have surpassed even world champion caliber players at blitz and short time controls. However, to the surprise and disappointment of many, chess has taught us little about building machines that offer human-like intelligence, or indeed do anything except play excellent chess. For this reason, computer chess, (as with other games, like

28. WCCC99 - 9th World Computer Chess Championship - WCCC 99 In Paderborn
Translate this page
http://www.uni-paderborn.de/~wccc99/
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29. 13th International Computer Chess Championship - IPCCC 2004 In Paderborn
Translate this page
http://www.uni-paderborn.de/~IPCCC/
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30. Computer Chess
Gerbil Gerbil is a fully functional chess engine that you can download. Ferret is not yet available for public consumption. It is my real chess engine.
http://www.seanet.com/~brucemo/chess.htm

Gerbil
Gerbil is a fully functional chess engine that you can download. You get everything the source, the executable (a Winboard engine), and an opening book. It's not very strong, but it's all there so you can look at it.
Ferret
Ferret is not yet available for public consumption. It is my "real" chess engine. Included is some information about Ferret's results, games, etc.
Send mail to brucemo@seanet.com with questions or comments about this web site.
Last modified: 11/04/02

31. Computer Chess History
computer chess History. by Bill Wall. In 1947, Alan Turing of chess. In 1950, Alan Turing wrote the first computer chess program. By 1956
http://www.cs.biu.ac.il/~davoudo/history.html
Computer Chess History
by Bill Wall In 1947, Alan Turing specified the first chess program for chess. In 1948 the UNIVAC computer was advertised as the strongest computer in the world. So strong, that it could play chess and gin rummy so perfectly that no human opponent could beat it. In 1949 Claude Shannon described how to program a computer and a Ferranti digital machine was programmed to solve mates in two moves. He proposed basic strategies for restricting the number of possibilities to be considered in a game of chess. In 1950, Alan Turing wrote the first computer chess program. By 1956 experiments on a MANIAC I computer (11,000 operations a second) at Los Alamos, using a 6x6 chessboard, was playing chess. This was the first documented account of a running chess program. In 1957 a chess program was written by Bernstein for an IBM 704. This was the first full-fledged game of chess by a computer. The first chess computer to play in a tournament was MacHack VI (PDP-6) written at MIT by Greenblatt. The computer entered the 1966 Massachussets Amateur championship, scoring 1 draw and 4 losses for a USCF rating of 1243. In 1958, a chess program beat a human player for the first time (a secretary who was taught how to play chess just before the game).

32. Kasparov Vs. X3D Fritz
a short history of computer chess. It is an amazing fact that the first chess program was written before computers were actually invented.
http://www.x3dchess.com/press/historyofcomputerchess.htm
a short history of computer chess The first chess machine In 1769 the Hungarian engineer Baron Wolfgang von Kempelen built a chess playing machine for the amusement of the Austrian Queen Maria Theresia. It was a purely mechanical device, shaped like a Turk. Naturally its outstanding playing strength was supplied by a chess master cleverly hidden inside the device. The machine was a fake. Turing's "paper machine" It is an amazing fact that the first chess program was written before computers were actually invented. It was written by a visionary man who knew that programmable computers were coming and that, once they were invented, they would be able to play chess. The man was Alan Turing, one of the greatest mathematicians who ever lived. Turing led the project group that broke the German "Enigma" code and so helped decide the outcome of the Second World War. He was very interested in chess, but in spite of having a brilliant intellect and putting a lot of effort into learning the game he remained a fairly weak player. Soon after the war he wrote the instructions that would enable a machine to play chess. Since there was as yet no machine that could execute the instructions he did so himself, acting as a human CPU and requiring more than half an hour per move. One game is recorded, which Turing's "paper machine" lost to one of his colleagues.

33. MAKING COMPUTER CHESS SCIENTIFIC (20-Sep-1998)
MAKING computer chess SCIENTIFIC. Kasparov that the tournament oriented work on computer chess was not contributing as much to the science of AI as it should.
http://www-formal.stanford.edu/jmc/chess.html
MAKING COMPUTER CHESS SCIENTIFIC
Up to: Main McCarthy page I complained in my Science review of Monty Newborn's Deep Blue vs. Kasparov that the tournament oriented work on computer chess was not contributing as much to the science of AI as it should. AI has two tools for tackling problems. One is to use methods observed in humans, often observed only by introspection, and the other is to invent methods using ideas of computer science without worrying about whether humans do it this way. Chess programming employs both. Introspection is an unreliable way of determining how humans think, but introspectively suggested methods are valid as AI if they work. Much of the mental computation done by chess players is invisible to the player and to outside observers. Patterns in the position suggest what lines of play to look at, and the pattern recognition processes in the human mind seem to be invisible to that mind. However, the parts of the move tree that are examined are consciously accessible. It is an important advantage of chess as a Drosophila for AI that so much of the thought that goes into human chess play is visible to the player and even to spectators. When chess players argue about what is the right move in a position, they follow out lines of play, i.e. argue explicitly about parts of the move tree. Moreover, when a player is found to have made a mistake, it is almost always a failure to follow out a certain line of play rather than a misevaluation of a final position.

34. A HREF= Chess.html Computer Chess And Human Chess (12-Oct-1998
computer chess and human chess. Up to Main McCarthy page Jurg Nievergelt mentioned in a lecture the following famous study by
http://www-formal.stanford.edu/jmc/reti.html
"Computer chess" and human chess
Up to: Main McCarthy page Jurg Nievergelt mentioned in a lecture the following famous study by Richard Reti 1929(?)
White: Kh8 Pc6; Black: Ka6 Ph5 White is to move and draw. WK
bk WP
bp
With just the kings and two pawns on the board, any modern chess program will find the correct move quickly. However, to a human, at first white's situation looks hopeless. White can't prevent the black pawn from queening and he can't defend his own pawn from capture by the black king. We give credit to a chess player who can get a draw for white. Note that Reti's idea can be implemented on a 100 by 100 board, and humans will still solve the problem, but present programs will not. I'll bet that the problem could be solved honestly by a program on a computer of the 1960s once chess programs can reason better. Click here for the idea of the a solution. Chess can serve as a Drosophila for AI if AI researchers try to make a program that come up with the idea needed to solve the problem on a board of arbitrary size. Conversely, AI will not advance to human level if AI researchers remain satisfied with brute force as a substitute for intelligence.

35. Computer Chess Develops
minds. In 1950, Claude Shannon, a scientist at Bell Laboratories, published the article that spawned the field of computer chess.
http://whyfiles.org/040chess/main4.html
From "Endgame" [ 2.2MB mpeg ] an automatic animation of human motion. Used with permission.
Robotics Laboratory
, Computer Science Department, Stanford University.

Ancient history
Chess and computers go back a long way, perhaps because both appeal to rule-intensive, highly logical minds. In 1950, Claude Shannon, a scientist at Bell Laboratories, published the article that spawned the field of computer chess. (For a technical but complete history, see "Kasparov versus Deep Blue" in the bibliography. Shannon outlined how any chess computer would have to evaluate and choose future positions. He also gave some suggestions about how far into the future it would have to search a key consideration given the extremely limited talents of the early computers and the fiendish complexity of chess. By that we mean this: In the middle of a game, when many pieces remain in play, each player typically has 30 or 40 moves. So after one move by each player (that's called two "plies," or one "move") the board could show about 1,000 positions. By another complete move, there would be 1 million, and by the third move, 1 billion. That kind of "combinatorial explosion" lead to this phenomenal analysis: that the number of possible unique chess games equals 10 Must we mention this is an embarrassingly big number? Let's write it out:

36. Peter's Computer Chess Page
Peter s Homepage computer chess. Whats New August 2003, Article about Warp s win in Australian computer chess Champs appears in NZ Infotech.
http://homepages.caverock.net.nz/~peter/chess.htm
Peter's Homepage
Computer Chess
Warp
About
Tournaments Best Games ... Free Downloads Whats New:
August 2003 Article about Warp's win in Australian Computer Chess Champs appears in NZ Infotech. July 2003 Warp wins Australian Computer Chess Championshiop. March 2003 LambChop 10.99 available for download Feb 2003 Added perft page May 2002 LambChop 10.88 available for download Dec 2001 Added endgame test suite. March 2001 Re-design of main computer chess page and tidy up of other pages. Other Endgame Test Perft PGNres

37. ICGA Redirect
The ICCA was founded by computer chess programmers in 1977 to organise championship events for computer programs and facilitate sharing of technical knowledge via the ICGA Journal (formerly the ICCA Journal).
http://www.cs.unimaas.nl/ICCA/index.htm
International Computer Games Association
previously known as
International Computer Chess Association
http://www.icga.org
The ICGA homepage is now at the above URL.
Please bookmark this URL.
You will be forwarded automatically to the new server.

38. Guardian Unlimited | Online | Do Not Pass Go
By the early 1990s, due in no small part to the successes achieved in computer chess, the interest of the AI community had spread to many other games of skill
http://www.guardian.co.uk/online/story/0,3605,817484,00.html
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Do not pass Go
Computers can beat the world's best chess players but have yet to master other classic games like Go, writes David Levy
Thursday October 24, 2002
The Guardian

Ever since Garry Kasparov's sensational 1997 loss to the IBM chess monster Deep Blue, the chess world has thirsted for revenge. But the first opportunity ended in failure in Bahrain on Saturday, when Kasparov's former pupil and successor as World Champion, Vladimir Kramnik, could only draw an 8-game match against one of the world's leading chess engines, Fritz. But this was just the latest in a long series of human versus computer encounters that illustrate the inexorable march of artificial intelligence (AI). It's a story that began at a Dartmouth University conference in 1956, when several of the founding fathers of AI defined the goals of that infant science. One of them was to create a computer program that could defeat the world chess champion. Success would, those scientists believed, reach to the very core of human intellectual endeavour.

39. 14.3 Computer Chess
14.3 computer chess. Besides being a fascinating field of study in its own right, computer chess is an interesting challenge for parallel computers because
http://www.netlib.org/utk/lsi/pcwLSI/text/node341.html
Next: 14.3.1 Sequential Computer Chess Up: 14 Asynchronous Applications Previous: 14.2.4 Performance Analysis
14.3 Computer Chess
As this book shows, distributed-memory, multiple-instruction stream (MIMD) computers are successful in performing a large class of scientific computations. As discussed in Section and the earlier chapters, these synchronous and loosely synchronous problems tend to have regular, homogeneous data sets and the algorithms are usually ``crystalline'' in nature. Recognizing this, C P explored a set of algorithms which had irregular structure (as in Chapter ) and asynchronous execution. At the start of this study, we were very unclear as to what parallel performance to expect. In fact, we achieved good speedup even in these hard problems. Thus, as an attempt to explore a part of this interesting, poorly understood region in algorithm space, we implemented chess on an nCUBE-1 hypercube. Besides being a fascinating field of study in its own right, computer chess is an interesting challenge for parallel computers because:
  • It is not clear how much parallelism is actually available-the important method of alpha-beta pruning conflicts with parallelism.

40. CMSC-791 Graduate Seminar: Computer Chess
. In this research seminar, we will explore current issues in computer chess.......CMSC791 Graduate Seminar computer chess. Brief Course
http://www.cs.umbc.edu/www/courses/graduate/791_Computer_Chess/
CMSC-791 Graduate Seminar: Computer Chess
Department of Computer Science and Electrical Engineering
University of Maryland Baltimore County
(UMBC)
Brief Course Description
In this research seminar, we will explore current issues in computer chess. Topics will include long-range planning, heuristic search, massively parallel search, and design and analysis of data structures and algorithms to support computer chess. Computer chess provides a fascinating application through which to study many fundamental computational issues. All course information will be disseminated electronically, except for certain reading materials.
Registration
If you will be attending this class, either for credit or audit, please fill out our registration form
Instructors
  • James Mayfield, Assistant Professor of Computer Science, (410) 455-3099, mayfield@cs.umbc.edu
  • Alan T. Sherman, Associate Professor of Computer Science, (410) 455-2666, sherman@cs.umbc.edu
Meeting Time and Place
Monday and Wednesday, 7:00-8:15pm
Engineering Computer Science (ECS) Building, Room 210, UMBC

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