Difference between revisions of "ChessMaps"
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<ref>[[Kieran Greer]] ('''2000'''). ''[https://www.sciencedirect.com/science/article/pii/S0004370200000266 Computer chess move-ordering schemes using move influence]''. [https://en.wikipedia.org/wiki/Artificial_Intelligence_%28journal%29 Artificial Intelligence], Vol. 120, No. 2</ref>. | <ref>[[Kieran Greer]] ('''2000'''). ''[https://www.sciencedirect.com/science/article/pii/S0004370200000266 Computer chess move-ordering schemes using move influence]''. [https://en.wikipedia.org/wiki/Artificial_Intelligence_%28journal%29 Artificial Intelligence], Vol. 120, No. 2</ref>. | ||
The program requires the [https://en.wikipedia.org/wiki/.NET_Framework .NET Framework] and has an own [[Windows]] [[GUI]]. The ChessMaps manual credits [[Beowulf]] for providing the [[Opening Book|opening book]]. | The program requires the [https://en.wikipedia.org/wiki/.NET_Framework .NET Framework] and has an own [[Windows]] [[GUI]]. The ChessMaps manual credits [[Beowulf]] for providing the [[Opening Book|opening book]]. | ||
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+ | =Screenshot= | ||
+ | [[FILE:CheeMapsGuiImage.jpg|none|border||text-bottom|link=https://www.distributedcomputingsystems.co.uk/research.html]] | ||
+ | Current ChessMaps GUI <ref>[https://www.distributedcomputingsystems.co.uk/research.html Distributed Computing Systems - Research]</ref> | ||
=Quotes= | =Quotes= | ||
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=External Links= | =External Links= | ||
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=References= | =References= | ||
<references /> | <references /> | ||
'''[[Engines|Up one level]]''' | '''[[Engines|Up one level]]''' | ||
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Latest revision as of 19:01, 31 December 2019
ChessMaps,
a research chess playing program by Kieran Greer, written in C#. It is testbed for dynamic move ordering heuristics such as the Chessmaps Heuristic [1]
[2].
The program requires the .NET Framework and has an own Windows GUI. The ChessMaps manual credits Beowulf for providing the opening book.
Screenshot
Current ChessMaps GUI [3]
Quotes
Kieran Greer's more recent research on Tree Pruning for New Search Techniques in Computer Games with move chains has been carried out using Chessmaps [4]:
The Chessmaps program is still only a prototype program and is missing modules or functions that would be included in a complete program. There is no real knowledge of endgame play, for example, where the program will tend to play more aimlessly and be happy to concede a draw by repetition, in a clearly winning position. On the other hand, in certain middlegame positions where its positional evaluator should work well, it does play strongly. It is still a bit buggy and can produce errors, but the testing and results have been performed under reliable circumstances. So a rough evaluation of playing strength might be a strong club player, although, this is not particularly strong for computer chess programs these days.
See also
Publications
- Kieran Greer, Piyush Ojha, David A. Bell (1999). A Pattern-Oriented Approach to Move Ordering: the Chessmaps Heuristic. ICCA Journal, Vol. 22, No. 1
- Kieran Greer (2000). Computer chess move-ordering schemes using move influence. Artificial Intelligence, Vol. 120, No. 2
- Kieran Greer (2012). Tree Pruning for New Search Techniques in Computer Games. Advances in Artificial Intelligence, Vol. 2013
- Kieran Greer (2014). Dynamic Move Chains – a Forward Pruning Approach to Tree Search in Computer Chess. arXiv:1403.0778 » Pruning
- Kieran Greer (2015-2018). A More Human Way to Play Computer Chess. arXiv:1503.04333v4
External Links
References
- ↑ Kieran Greer, Piyush Ojha, David A. Bell (1999). A Pattern-Oriented Approach to Move Ordering: the Chessmaps Heuristic. ICCA Journal, Vol. 22, No. 1
- ↑ Kieran Greer (2000). Computer chess move-ordering schemes using move influence. Artificial Intelligence, Vol. 120, No. 2
- ↑ Distributed Computing Systems - Research
- ↑ Kieran Greer (2012). Tree Pruning for New Search Techniques in Computer Games. Advances in Artificial Intelligence, Vol. 2013