Showing posts with label chess engine. Show all posts
Showing posts with label chess engine. Show all posts

Monday, 26 August 2013

The History of Computer Chess: An AI Perspective (video lecture)

Playing chess by computer began in the early 1950s, nearly as soon as computers became available. As a human activity, chess is believed to require 'thinking,' yet in 1997 a massively-parallel supercomputer, drawing on over four decades of continual advances in both hardware and software, defeated the best human player in the world.

Does playing chess require thinking? Or is human thinking perhaps a form of calculation, parts of which a computer can mimic? What is the tradeoff between 'knowledge' and 'search?' Was Claude Shannon's 1950 prediction that studying computer chess might lead to applications in other areas fulfilled?

This panel, comprising seminal contributors to the solution of this challenge including two of AI's leading pioneersùwill discuss these and other questions as well as the origin and development of computer chess and what it tells us about ourselves and the machines we build.
The panel consist of such great and prestigious members as:



Campbell, Murray (the member of the team "IBM Deep Blue")
a Canadian computer scientist and chess player, most famous for being member of the Deep Blue team and beating Gary Kasparov in 1997. Campbell is actually a research scientist at the IBM T. J. Watson Research Center in Yorktown Heights, New York.

Murray Campbell got hooked in computer chess at the University of Alberta in Edmonton, Canada, where he worked with Tony Marsland on parallel search and Principal variation search. He left Canada to enroll at Carnegie Mellon University (CMU) as a doctoral candidate in Computer Science. Supported by his advisor Hans Berliner, he developed the chunking pawn endgame program Chunker, and received his Ph.D. in 1987 for his work on chunking as an abstraction mechanism in solving complex problems. Along with Gordon Goetsch, he researched on the Null move heuristic - none recursively with a modest Depth Reduction R

Campbell was member of the HiTech team around Berliner, while Feng-hsiung Hsu and Thomas Anantharaman were already developing ChipTest, the predecessor of Deep Thought. In 1986, Murray Campbell left the HiTech team for ChipTest and Deep Thought, and in 1989, Campbell and Hsu joined IBM to develop Deep Blue. Murray Campbell's main function in the Deep Blue team was the development of the evaluation function. He worked closely with the team's chess consultant, Joel Benjamin, in preparing the opening book.


Feigenbaum, Edward (a father of Expert Systems);
an American electrical engineer, computer scientist, professor emeritus of computer science at Stanford University, and pioneer in developing expert systems in artificial intelligence, notably the Dendral project [1]. He received his Ph.D., 1959, in electrical engineering from Carnegie Mellon University under supervision of Herbert Simon, describing an Elementary Perceiver and Memorizer, dubbed EPAM, one of the first computer models on how to learn [2], influential in formalizing the concept of a chunk, as for instance in Fernand Gobet's CHREST (Chunk Hierarchy and REtrieval STructures) architecture.

In 1960 Feigenbaum went to the University of California, Berkeley, to teach in the School of Business Administration. He joined the Stanford faculty in 1965 where he was chairman of the CS Department from 1976 to 1981. As professor emeritus at Stanford, Feigenbaum has focused interest, as a Board of Trustees member of The Computer History Museum, on preserving the history of computer science, and with the Stanford Libraries on software for building and using digital archives [3]. In September 2005, along with Monty Newborn, Murray Campbell, David Levy and John McCarthy, he participated on the panel discussion The History of Computer Chess: An AI Perspective at The Computer History Museum, Mountain View, California.


Levy, David N. L.;
a Scottish International Master chess player (IM Title 1969), Bachelor of Science in Pure Maths, Physics and Statistics, renowned computer chess expert and promoter, tournament organizer, businessman, and president of the ICGA, the International Computer Games Association.

David Levy authored and co-authored an enormous number of articles and books on Chess, Computer Chess and AI-Topics. Noteworthy is the commercial edition of his Ph.D. thesis Love and Sex With Robots: The Evolution of Human-Robot Relationships, which he defended successfully on October 11, 2007, at Maastricht University, The Netherlands

David is an international chess master and organizer of many chess computers events - many of them together with Monroe Newborn; the president of ICGA - International Computer Games Association; the most know from the "chess bet" - in 1967 he said no computer would be able to beat him in a match and he won the bet.


McCarthy, John; (a father of Expert Systems Artificial Inteligence);
was an American researcher in computer science and pioneer in the field of artificial intelligence. After short-term appointments at Princeton, Stanford, Dartmouth, and MIT, John McCarthy became a full professor at Stanford in 1962, where he remained until his retirement at the end of 2000. In 1971 John McCarthy received the Turing Award for his major AI contributions.


Newborn, Monroe (the moderator) at the panel.
a Canadian computer scientist, and emeritus professor at McGill University [1] in Montreal, Quebec, Canada. Monty was early computer chess programmer and primary author of the chess program Ostrich, and the pawn endgame program Peasant [2].

In 1970 Monty Newborn and Ben Mittman initiated, constituted and organized the ACM North American Computer Chess Championship, and together with Ben Mittman and David Levy the World Computer Chess Championship in 1974. Newborn was co-founder of the ICCA in 1977, and served as its president from 1983 until 1986. He has written extensively on computer chess.



Date: 2005-09-08; Extent (length of this video) 02:05:57 (2 hours and 57 seconds of real watching); Place of Publication: Mountain View, California, USA

Wednesday, 31 July 2013

Programming a Computer for Playing Chess

Programming a Computer for Playing Chess - by Claude Shannon... Claude Elwood Shannon was an American mathematician, electronic engineer, and cryptographer known as "the father of information theory"
download PDF http://www.ascotti.org/programming/c...ng%20chess.pdf

Checkmate: Members of IBM's Deep Blue Team Discuss the World of Computer Chess

Not long ago, the idea of a computer beating a human at chess was the stuff of science fiction. But some of the most creative programmers of the 1980s and 90s were determined to make it a reality. And they did. In two matches that riveted the world, Deep Blue, the IBM supercomputer, took on the brilliant world chess champion Garry Kasparov, and finally the computer won. Check out WSF's fascinating discussion with computer scientist Murray Campbell, and grand master Joel Benjamin, two key members of IBM's team involved in the epic match-up between man and machine.


Tuesday, 30 July 2013

Houdini Chess Program Crushed!!

Houdini Chess Program Crushed!! - Using The A.R.B Chess System , A.R.B. = Anthony R. Brown . He has his own way of beating chess programs. His video explains it.

How to play the System... from the Youtube video and Talkchess... here is the basic idea....

(1) The Main idea of the System is to Cramp your Opponents Position! Drive them back
and limit their Opportunities!
The System came about because of the Growing Strength of Chess Computers!
Now the Best in 2013 are Rated at 3000+ ELO Stronger than any Human in history!
the System works because the Chess Game Tree has not been Solved?

(2) The Pawns are the Soul of Chess! By the famous François-André Danican Philidor
[link to wikipedia removed]
and Never! more so than with (A.R.B.C.S)

(3) The Majoroty [sic] of Blacks Pawns are developed before the Pieces one square third
rank.

(4) The Knights are developed on the Centre squares second rank and act as
Guardians to the Pawn structure...and only as Attack Pieces if the reason is Good.

(5) The Bishops are developed on the diagonal second rank squares and act as
Skewer's slicing through the Board waiting for Prey!

(6) The Rooks can be used as Sacrificial Pieces because the Pawn structure that
develops weakens them...and of course if the reason is Good any Piece.

(7) The Queen! is the Queen! And can Dominate Closed Positions so look after her!

(8) The King Rules...but only if he has loyal followers...So Protect him well!

(9+) There are many more ideas/rules contained within the System...a Book is needed
to describe everything...maybe that will be next on the list.
A game that I liked (ChessBase 12)
[Event "?"] [Site "?"] [Date "????.??.??"] [Round "?"] [White "Enter New Game"] [Black "?"] [Result "*"] [PlyCount "162"] 1. e4 e6 2. d4 d6 3. Nf3 h6 4. Nc3 a6 5. Bd3 g6 6. O-O b6 7. Be3 Bg7 8. Qd2 Bb7 9. d5 e5 10. a4 Ne7 11. Ne1 g5 12. Bc4 f5 13. f3 f4 14. Bf2 Ng6 15. Qe2 h5 16. a5 Ke7 17. axb6 cxb6 18. Nd3 b5 19. Bb3 Qc8 20. Rad1 g4 21. Kh1 Bf6 22. Rg1 Nd7 23. Rgf1 Qg8 24. Nb4 Kf7 25. Nc6 Nh4 26. Rg1 Re8 27. Qe1 Qg5 28. Nb1 Reg8 29. c4 g3 30. hxg3 fxg3 31. Be3 Qg4 32. Rf1 Nxf3 33. Rxf3 h4 34. Bf2 h3 35. Rxg3 hxg2+ 36. Kxg2 Qh3+ 37. Kf3 Rxg3+ 38. Bxg3 Nc5 39. Qh1 Qxh1+ 40. Rxh1 Rxh1 41. Bc2 Bxc6 42. dxc6 b4 43. c7 Rh8 44. Nd2 Rc8 45. Nb3 Rxc7 46. Ke2 Na4 47. Na5 Nxb2 48. Be1 Nxc4 49. Nxc4 Rxc4 50. Bd3 Rd4 51. Bf2 Rxd3 52. Kxd3 Bd8 53. Kc4 a5 54. Ba7 Bc7 55. Be3 Kg6 56. Kd5 b3 57. Bc1 a4 58. Kc4 Bb6 59. Kb4 Be3 60. Bb2 Bd4 61. Ka3 Bxb2+ 62. Kxa4 Kg5 63. Kxb3 Bd4 64. Kc4 Kf4 65. Kd3 Ba1 66. Ke2 Kxe4 67. Kd2 d5 68. Kc2 d4 69. Kb1 d3 70. Kc1 Ke3 71. Kd1 e4 72. Ke1 Kf3 73. Kd1 e3 74. Kc1 Kf2 75. Kb1 e2 76. Kxa1 d2 77. Kb2 d1=Q 78. Kc3 e1=Q+ 79. Kc4 Qe4+ 80. Kc5 Qda4 81. Kb6 Qec6# *