Related papers: Modelling Chess in VDM++
Current chess rating systems update ratings incrementally and may not always accurately reflect a player's true strength at all times, especially for rapidly improving players or very rusty players. To overcome this, we explore a method to…
The opening book is an important component of a chess engine, and thus computer chess programmers have been developing automated methods to improve the quality of their books. For chess, which has a very rich opening theory, large databases…
The game of chess as always been viewed as an iconic representation of intellectual prowess. Since the very beginning of computer science, the challenge of being able to program a computer capable of playing chess and beating humans has…
Poker is a family of card games that includes many variations. We hypothesize that most poker games can be solved as a pattern matching problem, and propose creating a strong poker playing system based on a unified poker representation. Our…
A new approach for the study of social games and communications is proposed. Games are simulated between cognitive players who build the opponent's internal model and decide their next strategy from predictions based on the model. In this…
The game of Moksha-Patam, often known as `Chutes and Ladders', is a widely played indoor game worldwide. While studies have been conducted regarding the nature of an individual board, the possibilities that open up when we change the…
In computer science, there is a distinction between closed systems, whose behavior is totally determined in advance, and open systems, that are systems maintaining a constant interaction with an unspecified environment. Closed systems are…
There are many combinatorial games in which a move can terminate the game, such as a checkmate in chess. These moves give rise to diverse situations that fall outside the scope of the classical normal play structure. To analyze these games,…
We propose a neural network-based approach to calculate the value of a chess square-piece combination. Our model takes a triplet (Color, Piece, Square) as an input and calculates a value that measures the advantage/disadvantage of having…
We analyze Solo Chess puzzles, where the input is an $n \times n$ board containing some standard Chess pieces of the same color, and the goal is to make a sequence of capture moves to reduce down to a single piece. Prior work analyzes this…
The study of cultural evolution benefits from detailed analysis of cultural transmission in specific human domains. Chess provides a platform for understanding the transmission of knowledge due to its active community of players, precise…
We will try to tackle both the theoretical and practical aspects of a very important problem in chess programming as stated in the title of this article - the issue of draw detection by move repetition. The standard approach that has so far…
The notions of captured/lost vertices and dead edges in the Shannon game (Shannon switching game on nodes) are examined using graph theory. Simple methods are presented for identifying some dead edges and some captured sets of vertices,…
The article considers a simulation modelling problem related to the chess game process occurring between two three-tier manipulators. The objective of the game construction lies in developing the procedure of effective control of the…
We describe a general method of detecting valid chains or links of pieces on a two-dimensional grid. Specifically, using the example of the chess variant known as Switch-Side Chain-Chess (SSCC). Presently, no foolproof method of detecting…
We designed and built a game called \textit{Immersive Text Game}, which allows the player to choose a story and a character, and interact with other characters in the story in an immersive manner of dialogues. The game is based on several…
Despite many recent advancements in language modeling, state-of-the-art language models lack grounding in the real world and struggle with tasks involving complex reasoning. Meanwhile, advances in the symbolic reasoning capabilities of AI…
In this article, we review recent Deep Learning advances in the context of how they have been applied to play different types of video games such as first-person shooters, arcade games, and real-time strategy games. We analyze the unique…
World models require state tracking, which is the ability to maintain a correct latent state across action sequences. Existing benchmarks are often synthetic or language-based, limiting their value as tests of structured state updates in…
Since the advent of computers, many tasks which required humans to spend a lot of time and energy have been trivialized by the computers' ability to perform repetitive tasks extremely quickly. Playing chess is one such task. It was one of…