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ChessMaps

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Created page with "'''Home * Engines * ChessMaps''' '''ChessMaps''',<br/> a research chess playing program by Kieran Greer, written in C#. It is testbed for dy..."
'''[[Main Page|Home]] * [[Engines]] * ChessMaps'''

'''ChessMaps''',<br/>
a research chess playing program by [[Kieran Greer]], written in [[C sharp|C#]]. It is testbed for dynamic [[Move Ordering|move ordering]] heuristics such as the [[Chessmaps Heuristic]] <ref>[[Kieran Greer]], [[Piyush Ojha]], [[David A. Bell]] ('''1999'''). ''A Pattern-Oriented Approach to Move Ordering: the Chessmaps Heuristic''. [[ICGA Journal#22_1|ICCA Journal, Vol. 22, No. 1]]</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]].

=Quotes=
Kieran Greer's more recent research on ''Tree Pruning for New Search Techniques in Computer Games'' with [[Move Chains|move chains]] has been carried out using Chessmaps <ref>[[Kieran Greer]] ('''2012'''). ''[https://www.hindawi.com/journals/aai/2013/357068/ Tree Pruning for New Search Techniques in Computer Games]''. Advances in Artificial Intelligence, Vol. 2013</ref>:
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=
* [[Neural Networks#engines|Chess Engines with Neural Networks]]
* [[Learning#Programs|Learning Chess Programs]]

=Publications=
* [[Kieran Greer]], [[Piyush Ojha]], [[David A. Bell]] ('''1999'''). ''A Pattern-Oriented Approach to Move Ordering: the Chessmaps Heuristic''. [[ICGA Journal#22_1|ICCA Journal, Vol. 22, No. 1]]
* [[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
* [[Kieran Greer]] ('''2012'''). ''[https://www.hindawi.com/journals/aai/2013/357068/ 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''. [https://arxiv.org/abs/1403.0778 arXiv:1403.0778] » [[Pruning]]
* [[Kieran Greer]] ('''2015-2018'''). ''A More Human Way to Play Computer Chess''. [https://arxiv.org/abs/1503.04333 arXiv:1503.04333v4]

=External Links=
* [http://www.distributedcomputingsystems.co.uk/chessmapsdownload.html ChessMaps Download] (dead link)

=References=
<references />
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