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Coko

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'''[[Main Page|Home]] * [[Engines]] * Coko'''
'''Coko''',(COKO III)
a chess program by [[Dennis Cooper]] and [[Ed Kozdrowicki]] which competed the first four [[ACM North American Computer Chess Championship|ACM North American Computer Chess Championships]], [[ACM 1970]], [[ACM 1971]], [[ACM 1972]] ('''Coko III''') and [[ACM 1972]] ('''Coko IV'''). Coko, the Cooper-Kozdrowicki chess program was written in [[Fortran]] as a highly selective tree searcher in the spirit of a [[Type B Strategy|Shannon Type B]] program using a tree pruning system (TPS) consists of a set of commands designed for programming heuristic tree searches <ref>[[Ed Kozdrowicki|Edward W. Kozdrowicki]] ('''1968'''). ''[[http:''portal.acm.org/citation.cfm?id=810637&dl=GUIDE&coll=GUIDE&CFID=85270894&CFTOKEN=84258946|An adaptive tree pruning system: A language for programming heuristic tree searches]]''. Proceedings of the 1968 23rd ACM national conference</ref>.
=Descriptions=
==No AlphaAbstract==COKO III: The Cooper-BetaKoz Chess Program, [[ACM#Communications|Communications of the ACM]], Vol. 16, 7 <ref>[[Ed Kozdrowicki|Edward W. Kozdrowicki]], [[Dennis Cooper|Dennis W. Cooper]] ('''1973'''). ''[https://www.semanticscholar.org/paper/COKO-III%3A-The-Cooper-Koz-Chess-Program-Kozdrowicki-Cooper/8ca0c0f08ba564883b96f6126e2c0c3745fe31e7 COKO III: The Cooper-Koz Chess Program]''. [[ACM#Communications|Communications of the ACM]], Vol. 16, 7</ref>  COKO III is a chess player written entirely in Fortran. On the [[IBM 360|IBM 360-65]], COKO III plays a minimal chess game at the rate of .2 sec cpu time per move, with a level close to lower chess club play. A selective tree searching procedure controlled by tactical chess logistics allows a deployment of multiple minimal game calculations to achieve some optimal move selection. The tree searching algorithms are the heart of COKO's effectiveness, yet they are conceptually simple. In addition, an interesting phenomenon called a tree searching catastrophe has plagued COKO's entire development just as it troubles a human player. Standard exponential growth is curbed to a large extent by the definition and trimming of the Fisher set. A clear distinction between tree pruning and selective tree searching is also made. Representation of the chess environment is described along with a strategical preanalysis procedure that maps the Lasker regions. Specific chess algorithms are described which could be used as a command structure by anyone desiring to do some chess program experimentation. A comparison is made of some mysterious actions of human players and COKO III.  ==Board Representation==Figure 2 from ''COKO III: The Cooper-Koz Chess Program'' covers COKO's [[10x12 Board]]:[[FILE:CokoIII10x12Board.jpg|none|border|text-bottom|link=https://www.semanticscholar.org/paper/COKO-III%3A-The-Cooper-Koz-Chess-Program-Kozdrowicki-Cooper/8ca0c0f08ba564883b96f6126e2c0c3745fe31e7/figure/1]]Chess environment representation: minimal game board. (a) The [[Board Representation|chessboard represented]] by a [[Array|linear array]].<br/>(b) Representation of [[Pieces|pieces]], empty [[Squares|squares]] and border squares. (c) Move [[Direction|directions]] for [[King]] and [[Queen]].<br/>(d) The [[Knight]] dictates that two rows of border squares surround the [[8x8 Board|8 X 8 game board]].<br/>Columns 10 and 1 are considered adjacent. ==Search==
As described by Cooper in the 1971 Panel <ref>[[Ben Mittman]] ('''1971'''). ''[http://www.computerhistory.org/chess/full_record.php?iid=doc-431614f6d1ee8 Computer Chess Programs (Panel)]''. [http://archive.computerhistory.org/projects/chess/related_materials/text/3-1%20and%203-3.computer_chess_panel.mittman/3-1%20and%203-3.computer_chess_panel.mittman_etc.1971.ACM.062303021.pdf pdf] from [[The Computer History Museum]]</ref>, Coko III does not use [[Alpha-Beta]]:
Although the alpha-beta procedure is a great time saving method, it is unclear at this stage of program development what the full significance of applying such a method to a tactical-strategical game tree would be. Coko III does save the chess tree with periodic pruning to allow for the addition of more branches.
 
==ACM==
[[ACM#Communications|Communications of the ACM]], Vol. 16, 7 <ref>[[Ed Kozdrowicki|Edward W. Kozdrowicki]], [[Dennis Cooper|Dennis W. Cooper]] ('''1973'''). ''[http://portal.acm.org/citation.cfm?id=362288 COKO III: the Cooper-Koz chess program]''. [[ACM#Communications|Communications of the ACM]], Vol. 16, 7</ref>
 
COKO III is a chess player written entirely in Fortran. On the [[IBM 360|IBM 360-65]], COKO III plays a minimal chess game at the rate of .2 sec cpu time per move, with a level close to lower chess club play. A selective tree searching procedure controlled by tactical chess logistics allows a deployment of multiple minimal game calculations to achieve some optimal move selection. The tree searching algorithms are the heart of COKO's effectiveness, yet they are conceptually simple. In addition, an interesting phenomenon called a tree searching catastrophe has plagued COKO's entire development just as it troubles a human player. Standard exponential growth is curbed to a large extent by the definition and trimming of the Fisher set. A clear distinction between tree pruning and selective tree searching is also made. Representation of the chess environment is described along with a strategical preanalysis procedure that maps the Lasker regions. Specific chess algorithms are described which could be used as a command structure by anyone desiring to do some chess program experimentation. A comparison is made of some mysterious actions of human players and COKO III.
==Man-Machine Studies==
=Publications=
* [[Ed Kozdrowicki|Edward W. Kozdrowicki]], [http://www.linkedin.com/pub/john-licwinko/15/b07/962 John S. Licwinko], [[Dennis Cooper|Dennis W. Cooper]] ('''1971'''). ''[http://www.sciencedirect.com/science/article/pii/S0020737371800123 Algorithms for a minimal chess player: A blitz player]''. [http://www.sciencedirect.com/science?_ob=PublicationURL&_tockey=%23TOC%236830%231971%23999969997%23695565%23FLP%23&_cdi=6830&_pubType=J&view=c&_auth=y&_acct=C000050221&_version=1&_urlVersion=0&_userid=10&md5=d904df3cf14dfeea642d77044a3a9d48 International Journal of Man-Machine Studies, Vol 3, 2]
* [[Ed Kozdrowicki|Edward W. Kozdrowicki]], [[Dennis Cooper|Dennis W. Cooper]] ('''1973'''). ''[httphttps://portalwww.acmsemanticscholar.org/citation.cfm?id=362288 paper/COKO-III%3A-The-Cooper-Koz-Chess-Program-Kozdrowicki-Cooper/8ca0c0f08ba564883b96f6126e2c0c3745fe31e7 COKO III: the The Cooper-Koz chess programChess Program]'', . [[ACM#Communications|Communications of the ACM]], Vol. 16, 7
* [[Ed Kozdrowicki|Edward W. Kozdrowicki]], [[Dennis Cooper|Dennis W. Cooper]] ('''1973'''). ''[http://portal.acm.org/citation.cfm?id=805706 COKO III and the future of inter-snap judgment communication]''. Proceedings of the ACM annual conference
* [[Paul Rushton]], [[Tony Marsland]] ('''1973'''). ''Current Chess Programs: A Summary of their Potential and Limitations''. INFOR Journal of the Canadian Information Processing Society Vol. 11, No. 1, [http://webdocs.cs.ualberta.ca/~tony/OldPapers/Rushton-Marsland-Feb73.pdf pdf]

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