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The International Chess Federation (FIDE) imposes a voluminous and complex set of player pairing criteria in Swiss-system chess tournaments and endorses computer programs that are able to calculate the prescribed pairings. The purpose of…
Pairwise comparison matrices are widely used in Multicriteria Decision Making. This article applies incomplete pairwise comparison matrices in the area of sport tournaments, namely proposing alternative rankings for the 2010 Chess Olympiad…
Cheating in chess, by using advice from powerful software, has become a major problem, reaching the highest levels. As opposed to the large majority of previous work, which concerned {\em detection} of cheating, here we try to evaluate the…
In this paper, I formalize intelligence measurement in games by introducing mechanisms that assign a real number -- interpreted as an intelligence score -- to each player in a game. This score quantifies the ex-post strategic ability of the…
Chess championships are often organised as a Swiss-system tournament, causing great challenges in ranking the participants due to the different strength of schedules and possible circular triads. The paper suggests that pairwise comparison…
It has long been believed that Chess is the \emph{Drosophila} of Artificial Intelligence (AI). Studying Chess can productively provide valid knowledge about complex systems. Although remarkable progress has been made on solving Chess, the…
Games often incorporate random elements in the form of dice or shuffled card decks. This randomness is a key contributor to the player experience and the variety of game situations encountered. There is a tension between a level of…
This report presents Giraffe, a chess engine that uses self-play to discover all its domain-specific knowledge, with minimal hand-crafted knowledge given by the programmer. Unlike previous attempts using machine learning only to perform…
A quantitative method is described for comparing chess openings. Test openings and baseline openings are run through chess engines under controlled conditions and compared to evaluate the effectiveness of the test openings. The results are…
Modern chess engines significantly outperform human players and are essential for evaluating positions and move quality. These engines assign a numerical evaluation $E$ to positions, indicating an advantage for either white or black, but…
In simple card games, cards are dealt one at a time and the player guesses each card sequentially. We study problems where feedback (e.g. correct/incorrect) is given after each guess. For decks with repeated values (as in blackjack where…
A commonly held opinion is that left-handed tennis players are overrepresented compared to the percentage of left-handers within the general population. This study provides the domain insights supported by data analysis that could help…
We introduce LLM CHESS, an evaluation framework designed to probe the generalization of reasoning and instruction-following abilities in large language models (LLMs) through extended agentic interaction in the domain of chess. We rank over…
It is odd that chess grandmasters often disagree in their analysis of positions, sometimes even of simple ones, and that a grandmaster can hold his own against an powerful analytic machine such as Deep Blue. The fact that there must exist…
Predicting player behavior in strategic games, especially complex ones like chess, presents a significant challenge. The difficulty arises from several factors. First, the sheer number of potential outcomes stemming from even a single…
In this paper we analyse tiebreak results from some tennis players in order to investigate whether we are able to identify some strategy in this crucial moment of the game. We compared the observed results with a binomial distribution…
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…
We study biased Maker-Breaker positional games between two players, one of whom is playing randomly against an opponent with an optimal strategy. In this work we focus on the case of Breaker playing randomly and Maker being "clever". The…
Understanding and predicting how individuals perform in high-pressure situations is of importance in designing and managing workplaces, but also in other areas of society such as disaster management or professional sports. For simple effort…
We consider a card guessing game with complete feedback. An ordered deck of $n$ cards labeled $1$ up to $n$ is riffle-shuffled exactly one time. Given a value $p\in(0{,}1)\setminus\{\frac12\}$, the riffle shuffle is assumed to be…