How Computers Play Chess

How Computers Play Chess
Author: David N. L. Levy
Publisher:
Total Pages: 260
Release: 2009-03
Genre: Chess
ISBN: 9784871878012

It now appears possible - even likely - that within a few decades and within certain specialized domains, the computer will be more intelligent than we ourselves. What was unimaginable a few years ago is happening today with alarming rapidity. A small piece of silicon, no larger than a thumbnail, can exhibit more "intelligence" than the best human brains. This book attempts to satisfy two different goals. It presents a comprehensive history of computer chess along with many rare examples of the play of early programs. These examples contain both amazing strokes of brilliance and inexplicable catastrophes; they will give the reader a dear perspective of the pioneer days of computer chess. In contrast, contemporary programs are capable of defeating International Grandmasters; the text contains several recent examples including a remarkable victory over former World Champion Anatoly Karpov. The remainder of the book is devoted to an explanation of how the various parts of a chess program are designed and how they function. Readers who have no knowledge of computers will gain insight into how they "think." Readers who own a personal computer and who want to write their own chess programs will find sufficient information in this book to enable them to make a good start.

Seven Games: A Human History

Seven Games: A Human History
Author: Oliver Roeder
Publisher: W. W. Norton & Company
Total Pages: 326
Release: 2022-01-25
Genre: History
ISBN: 1324003782

A group biography of seven enduring and beloved games, and the story of why—and how—we play them. Checkers, backgammon, chess, and Go. Poker, Scrabble, and bridge. These seven games, ancient and modern, fascinate millions of people worldwide. In Seven Games, Oliver Roeder charts their origins and historical importance, the delightful arcana of their rules, and the ways their design makes them pleasurable. Roeder introduces thrilling competitors, such as evangelical minister Marion Tinsley, who across forty years lost only three games of checkers; Shusai, the Master, the last Go champion of imperial Japan, defending tradition against “modern rationalism”; and an IBM engineer who created a backgammon program so capable at self-learning that NASA used it on the space shuttle. He delves into the history and lore of each game: backgammon boards in ancient Egypt, the Indian origins of chess, how certain shells from a particular beach in Japan make the finest white Go stones. Beyond the cultural and personal stories, Roeder explores why games, seemingly trivial pastimes, speak so deeply to the human soul. He introduces an early philosopher of games, the aptly named Bernard Suits, and visits an Oxford cosmologist who has perfected a computer that can effectively play bridge, a game as complicated as human language itself. Throughout, Roeder tells the compelling story of how humans, pursuing scientific glory and competitive advantage, have invented AI programs better than any human player, and what that means for the games—and for us. Funny, fascinating, and profound, Seven Games is a story of obsession, psychology, history, and how play makes us human.

How to Use Computers to Improve Your Chess

How to Use Computers to Improve Your Chess
Author: Christian Kongsted
Publisher: Gambit Publications
Total Pages: 0
Release: 2003
Genre: Computer chess
ISBN: 9781904600022

Computers have permeated almost every facet of modern chess, yet few players know how to gain the maximum benefit from working with them. Computers function as playing partners, opening study tools, endgame 'oracles', tactics trainers, sources of information on opponents and searchable game databases. Kongsted provides practical advice on how to use computers in all these ways and more. He also takes a look at the history of the chess computer, and how its 'thinking' methods have developed since the early days. The book features an investigation of human vs. machine contests, including the recent Kasparov vs. Deep Junior and Kramnik vs. Deep Fritz matches, in which honours ended even.

The Complete Idiot's Guide to Chess

The Complete Idiot's Guide to Chess
Author: Patrick Wolff
Publisher: Penguin
Total Pages: 385
Release: 2003-02-05
Genre: Games & Activities
ISBN: 0786548282

Confused by esoteric chess terms like castling, forking, and making Luft? Can't tell whether you've got your opponent in check or checkmate? This book will tell you everything you need to know to become a budding Kasparov, from the names of pieces and their movements to tactics and strategies, from advanced maneuvers to setting up chess tournaments and clubs where you can test your skills. Also covered: a history of chess, from its beginnings in ancient India to how it became the world's most played game; all the basics of the board and the pieces; elementary rules and object of the game; famous openings and well-know tactics; sneak attacks and other tricky plays; exercises that explain strategies and chess-move annotations (often found in newspapers); and advice for using the Internet and computer programs to better your game and tips on starting a chess club or tournament.

All About Chess and Computers

All About Chess and Computers
Author: D. Levy
Publisher: Springer Science & Business Media
Total Pages: 309
Release: 2012-12-06
Genre: Computers
ISBN: 3642855385

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.

The Psychology of Chess Skill

The Psychology of Chess Skill
Author: Dennis H. Holding
Publisher: Taylor & Francis
Total Pages: 286
Release: 2021-10-07
Genre: Psychology
ISBN: 1000394654

Both chess play and psychological research offer rewards to their participants in the form of intellectual satisfaction. It seems to follow that combining these two forms of activity, by carrying out research into chess play, should be a particularly engaging enterprise. In the mid-1980s enough was now known for it to be feasible to tell a reasonably satisfying story by piecing together the accumulated results of experiments on chess. There were remaining gaps in knowledge, but the structure of chess skill had at least become sufficiently evident to exhibit where the gaps lay. Originally published in 1985, this book was an attempt to summarize the progress that had been made at the time, recounting some of the components of the research process while describing how the chessplayer seems to think, imagine, and decide.

The Right Way to Play Chess

The Right Way to Play Chess
Author: David Pritchard
Publisher: Right Way
Total Pages: 139
Release: 2012-03-15
Genre: Games & Activities
ISBN: 0716023326

Since its first publication in 1950, The Right Way to Play Chess has taught chess to generations of beginners, taking them to the standard expected of good club players. It gives full details of exactly how to play the game, explains basic theory and includes many examples of play.There are separate chapters on the openings, middle and end games, plus a chapter of master games which illustrate how styles of play have changed over the years. Fully revised and updated by chess expert Richard James, a new chapter shows how to encourage and teach children to play the game.

Computers and Games

Computers and Games
Author: Tony Marsland
Publisher: Springer Science & Business Media
Total Pages: 456
Release: 2001
Genre: Computers
ISBN: 3540430806

This book constitutes the thoroughly refereed postproceedings of the Second International Conference on Computers and Games, CG 2001, held in Hamamatsu, Japan in October 2000. The 23 revised full papers presented together with two invited contributions and five reviews were carefully refereed and selected during two rounds of reviewing and improvement. The papers are organized in topical sections on search and strategies, learning and pattern acquisition, theory and complexity issues, and further experiments on game; the reviews presented are on computer language games, computer Go, intelligent agents for computer games, RoboCup, and computer Shogi.

How to Play Chess

How to Play Chess
Author: DK
Publisher: Penguin
Total Pages: 74
Release: 2016-10-11
Genre: Juvenile Nonfiction
ISBN: 1465463232

Learn chess the fun way and add firepower to your chess strategies with this beginner's guide to the world's most popular game of skill. From the opening move to checkmate, How to Play Chess is an easy-to-follow guide to achieve grandmaster greatness. Perfect for children aged 8-13, this companion explains chess tactics and strategies in simple language supported by amazing 3-D images. Starting with basic terms and techniques, this ebook will make you a chess champion and teach you master tips to impress your opponents. The ebook begins with a short history of chess and also explains the basic rules and objectives of the game. It contains descriptions of popular moves and the reference section illustrates the moves of one of the most famous chess games - the Opera Game played by the Duke of Brunswick in 1858. Download a copy of How to Play Chess and learn to solve the toughest of chess challenges.

The Complete Idiot's Guide to Chess, 3rd Edition

The Complete Idiot's Guide to Chess, 3rd Edition
Author: Patrick Wolff
Publisher: Penguin
Total Pages: 557
Release: 2005-05-03
Genre: Games & Activities
ISBN: 1615643826

Written by a U.S. Chess Champion, International Chess Grandmaster, and longtime instructor, this book includes information for both novice and expert, including over 400 illustrated chessboards and photos; over 20 pages of detailed answer key notes; a completely new chapter on new evidence about chess and its impact on brain power; a guide to the art of chess collectibles; and more. - Foreword by Larry Evans, former International Grandmaster and author of 20 highly acclaimed chess books and a popular monthly advice column in Chess Life - For the beginner or the champ, and for young and old