27 results on '"Chess engine"'
Search Results
2. Analyzing a Chess Engine Based on Alpha–Beta Pruning, Enhanced with Iterative Deepening
- Author
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Parashar, Aayush, Jha, Aayush Kumar, Kumar, Manoj, Kacprzyk, Janusz, Series Editor, Gomide, Fernando, Advisory Editor, Kaynak, Okyay, Advisory Editor, Liu, Derong, Advisory Editor, Pedrycz, Witold, Advisory Editor, Polycarpou, Marios M., Advisory Editor, Rudas, Imre J., Advisory Editor, Wang, Jun, Advisory Editor, Jacob, I. Jeena, editor, Kolandapalayam Shanmugam, Selvanayaki, editor, and Bestak, Robert, editor
- Published
- 2022
- Full Text
- View/download PDF
3. GoFish: A customizable open-source chess engine in Go.
- Author
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Jubair, Fahed, Abu Salem, Ahmad, Assaf, Yazan, and Darabkh, Khalid A.
- Subjects
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CHESS , *ENGINES , *PROGRAMMING languages , *COMPUTER engineering , *SOFTWARE architecture - Abstract
Chess engines, computer programs designed to play chess, have become increasingly popular in recent years due to their ability to challenge human players and provide insights into the game that were previously inaccessible. However, many existing chess engines prioritize maximum performance at the expense of customizable and extensible software design, which would benefit new coming developers in the field. To address this issue, we present GoFish , a chess engine developed in Golang that achieves a balance between performance and design to serve as a modular and easy-to-extend chess engine development framework. At its core, the chess engine has two vital functions: the move search function and the position evaluation function, both of which are performance-critical. The engine has been developed with the aim of decoupling the search and evaluation modules, enabling developers to easily integrate their custom implementations for these two functions. Simultaneously, the engine automatically handles other intricate internal modules. Consequently, our proposed framework significantly reduces the development effort required to implement and compare core algorithms within the chess engine. Moreover, the engine includes default move search and evaluation implementations that have reached a playing strength comparable to that of a grandmaster. Our work is the first in the literature to present a chess engine developed in the Go programming language that strikes a balance between code performance, extendibility, and readability. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
4. E-szachy wobec performatyki.
- Author
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Szymala, Jacek
- Abstract
Copyright of Homo Ludens is the property of Polskie Towarzystwo Badania Gier and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2022
- Full Text
- View/download PDF
5. A New Action-Based Reasoning Approach for Playing Chess.
- Author
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Hesham, Norhan, Abu-Elnasr, Osama, and Elmougy, Samir
- Subjects
PROBLEM solving ,CASE-based reasoning ,CHESS ,STRATEGY games ,HUMAN behavior ,VIDEOS - Abstract
Many previous research studies have demonstrated game strategies enabling virtual players to play and take actions mimicking humans. The Case-Based Reasoning (CBR) strategy tries to simulate human thinking regarding solving problems based on constructed knowledge. This paper suggests a new Action-Based Reasoning (ABR) strategy for a chess engine. This strategy mimics human experts' approaches when playing chess, with the help of the CBR phases. This proposed engine consists of the following processes. Firstly, an action library compiled by parsing many grandmasters' cases with their actions from different games is built. Secondly, this library reduces the search space by using two filtration steps based on the defined action-based and encoding-based similarity schemes. Thirdly, the minimax search tree is fed with a list extracted from the filtering stage using the alpha-beta algorithm to prune the search. The proposed evaluation function estimates the retrievably reactivemoves. Finally, the best move will be selected, played on the board, and stored in the action library for future use. Many experimentswere conducted to evaluate the performance of the proposed engine. Moreover, the engine played 200 games against Rybka 2.3.2a scoring 2500, 2300, 2100, and 1900 rating points. Moreover, they used the Bayeselo tool to estimate these rating points of the engine. The results illustrated that the proposed approach achieved high rating points, reaching as high as 2483 points. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
6. Metamorphic Testing of an Artificially Intelligent Chess Game
- Author
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Aisha Liaqat, Muddassar Azam Sindhu, and Ghazanfar Farooq Siddiqui
- Subjects
Artificial intelligence ,Chess engine ,Chess game ,game testing ,metamorphic testing ,test oracle problem ,Electrical engineering. Electronics. Nuclear engineering ,TK1-9971 - Abstract
Artificially intelligent (AI) game software incorporates different algorithms to generate intelligent human-like responses to the users playing them. Testing AI game software poses great difficulty because of the complex possibilities that can result at a given point and analysis of said possibilities is a tedious task. Also during software development there are resource constraints due to which testing targets specific parts of the software. An AI game of Chess takes into consideration a large amount of possible outcomes at any given point before deciding a move. Therefore, testing it in its entirety is impractical. In this paper we propose a metamorphic testing approach for testing an AI Chess game i.e. a Chess engine's algorithm of determining and pruning out possible outcomes and ultimately deciding on a final outcome. For validating our approach, we have done error seeding on an open source Chess engine and tested it through our approach. The results for our proposed approach for testing an AI Chess game through metamorphic relations show that it is successful in revealing 71% of the total seeded faults. On comparison of our proposed approach with the existing technique of testing Chess engine i.e., perft function, we have come across situations in which our proposed approach reveals errors overlooked by the existing technique. In the future we aim to extend our approach towards other AI game software.
- Published
- 2020
- Full Text
- View/download PDF
7. Application of total quality management in chess (with specific reference to World Chess Championship, 2016)
- Author
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Agrawal, D.C., Kukreti, Ankur, and Ansari, Arshi
- Published
- 2017
- Full Text
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8. Development of a Chess AI and an Interactive Learning Game
- Author
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Camprubí Casas, Quim, Universitat Autònoma de Barcelona. Escola d'Enginyeria, and Baldrich i Caselles, Ramon
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Aprenentatge interactiu ,Decision Tree ,Computer video game ,2D game ,Motor d'escacs ,Desenvolupament de software ,Aprendizaje interactivo ,Minimax ,Joc 2d ,Videojuego para ordenador ,Juego 2d ,Unity ,IA ,Videojoc per ordinador ,Desarrollo de software ,Software development ,Ajedrez ,Alpha-Beta pruning ,Interactive learning ,Árbol de Decisión ,AI ,Arbre de decisió ,Motor de ajedrez ,Chess ,Chess engine ,Escacs ,Poda alfa-beta - Abstract
Chess is one of the most ancient games in humanity's history. It has been studied and explored for centuries, and the resulting knowledge has been stored in books of theory, still used today to teach chess apprentices. Since their introduction in the 20th century, chess algorithms have proved that chess is very computationally intensive at high-level play. However, thanks to the ever-increasing computational prowess of modern computers, as well as software-side optimizations, the best modern chess engines have long surpassed human capabilities. In 1997, the famous computer Deep Blue made history by defeating reigning world champion Garry Kasparov in a series of 6 games, after losing to the world champion the previous year. Being fascinated by the field of AI algorithms, and as a chess beginner myself, I set off to develop a game, called Easy Chess, as the Final Project of my Computer Engineering degree, that would help players hone their chess abilities and allow them to become better players. This article will go over the development of a chess engine within the computer game, by looking at my initial objectives, the methodology I followed to implement the algorithm, some development details, as well as the final results of the chess engine and the game's interface. Els escacs són un dels jocs més antics de la història de la humanitat. Han set estudiats i explorats durant segles, i el coneixement resultant ha sigut emmagatzemat en llibres de teoria, utilitzats encara avui dia per entrenar nous aprenents. Des de la seva introducció en el segle XX, els algorismes d'escacs han demostrat que és un joc molt exigent a escala computacional. Ara bé, gràcies a les constants millores pel que fa a la capacitat de còmput dels ordinadors actuals, i de les progressives optimitzacions quant a software, els millors motors d'escacs actuals són ja superiors als millors jugadors humans. L'any 1997, el famós ordinador Deep Blue va fer història en vèncer Garry Kasparov, el Campió del Món d'Escacs, en una sèrie de 6 partides, després d'haver perdut contra el campió l'any anterior. Degut a la meva fascinació pel món dels algorismes d'intel·ligència artificial i a la meva afició als escacs, vaig decidir desenvolupar un joc, anomenat Easy Chess, que permetés als usuaris millorar les seves habilitats i convertir-se en millors jugadors, en el marc del meu Treball Final de Grau pel grau d'Enginyeria Informàtica. Aquest article tracta sobre el desenvolupament del motor d'escacs i el joc 2D, a través de l'explicació dels objectius inicials, la metodologia seguida, detalls del desenvolupament i els resultats finals del projecte. El ajedrez es uno de los juegos más viejos de la historia de la humanidad. Ha sido estudiado y explorado durante siglos, y el conocimiento resultante ha sido almacenado en libros de teoría, utilizados aun hoy día para entrenar nuevos aprendientes. Desde su introducción en el siglo XX, los algoritmos de ajedrez han demostrado que es un juego muy exigente a escala computacional. Ahora bien, gracias a las constantes mejoras en la capacidad de cómputo de los ordenadores actuales, y de las progresivas optimizaciones a nivel de software, los mejores motores de ajedrez actuales son ya superiores a los mejores jugadores humanos. En el año 1997, el famoso ordenador Deep Blue hizo historia al vencer a Garry Kasparov, el Campeón del Mundo de Ajedrez, en una serie de 6 partidas, después de haber perdido ante el campeón el año anterior. Debido a mi fascinación por el mundo de los algoritmos de inteligencia artificial y como aficionado al ajedrez, decidí desarrollar un juego, llamado Easy Chess, el cual permitiera a los usuarios mejorar sus habilidades y convertirse en mejores jugadores, en el marco de mi Trabajo Final de Grado para el grado de Ingeniería Informática. Este artículo trata sobre el desarrollo del motor de ajedrez y el juego 2D, a través de la explicación de los objetivos iniciales, la metodología seguida, detalles del desarrollo y los resultados finales del proyecto.
- Published
- 2022
9. A distributed system for conducting chess games in parallel.
- Author
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Rydzewski, Aleksander and Czarnul, Paweł
- Subjects
GAMES & technology ,CLOUD computing ,AUTOMATON chess players ,COMPUTER chess ,UNIX operating systems - Abstract
This paper proposes a distributed and scalable cloud based system designed to play chess games in parallel. Games can be played between chess engines alone or between clusters created by combined chess engines. The system has a built-in mechanism that compares engines, based on Elo ranking which finally presents the strength of each tested approach. If an approach needs more computational power, the design of the system allows it to scale. The system was designed using a loosely coupled architecture approach and the master-slave pattern. It works under Unix or MacOS operating systems. In order to split chess engine processing between every CPU in the system the Akka technology with the Scala language was used while the other part was written in Java. We tested many free chess engines connected to the system by the UCI protocol supported by the proposed system. CloudAMQP is an implementation of Advanced Message Queue Protocol and was used as a message-oriented middleware. This layer was created to split games between every available processing node connected to the system. This element also contributes to greater fault tolerance. We present results of games played between many available chess engines. [ABSTRACT FROM AUTHOR]
- Published
- 2017
- Full Text
- View/download PDF
10. Metamorphic Testing of an Artificially Intelligent Chess Game
- Author
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Muddassar Azam Sindhu, Ghazanfar Farooq Siddiqui, and Aisha Liaqat
- Subjects
Artificial intelligence ,General Computer Science ,Computer science ,media_common.quotation_subject ,test oracle problem ,Outcome (game theory) ,Chess game ,Task (project management) ,Software ,General Materials Science ,Pruning (decision trees) ,Function (engineering) ,media_common ,business.industry ,General Engineering ,Software development ,ComputingMilieux_PERSONALCOMPUTING ,Task analysis ,Metamorphic testing ,lcsh:Electrical engineering. Electronics. Nuclear engineering ,business ,Chess engine ,lcsh:TK1-9971 ,game testing ,metamorphic testing - Abstract
Artificially intelligent (AI) game software incorporates different algorithms to generate intelligent human-like responses to the users playing them. Testing AI game software poses great difficulty because of the complex possibilities that can result at a given point and analysis of said possibilities is a tedious task. Also during software development there are resource constraints due to which testing targets specific parts of the software. An AI game of Chess takes into consideration a large amount of possible outcomes at any given point before deciding a move. Therefore, testing it in its entirety is impractical. In this paper we propose a metamorphic testing approach for testing an AI Chess game i.e. a Chess engine’s algorithm of determining and pruning out possible outcomes and ultimately deciding on a final outcome. For validating our approach, we have done error seeding on an open source Chess engine and tested it through our approach. The results for our proposed approach for testing an AI Chess game through metamorphic relations show that it is successful in revealing 71% of the total seeded faults. On comparison of our proposed approach with the existing technique of testing Chess engine i.e., perft function, we have come across situations in which our proposed approach reveals errors overlooked by the existing technique. In the future we aim to extend our approach towards other AI game software.
- Published
- 2020
11. Computer Chess Player
- Author
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Giljanović, Luka and Čeperić, Vladimir
- Subjects
heuristika ,isplatna funkcija ,position evaluator ,minimax ,alpha-beta pruning ,chess ,TEHNIČKE ZNANOSTI. Računarstvo ,evaluacija pozicije ,chess engine ,utility function ,heuristics ,minimaks ,TECHNICAL SCIENCES. Computing ,šah ,šahovski računalni igrač ,alfa-beta podrezivanje - Abstract
Cilj ovog rada je istražiti kako izraditi šahovskog računalnog igrača. Prvi dio rada odnosi se na teorijsku podlogu zadatka, gdje se detaljno objašnjavaju algoritmi minimaks i alfa-beta podrezivanje. Također, teorijski se obrađuju pojmovi heuristike i isplatne funkcije. Drugi dio rada posvećen je implementaciji. Opisano je kako je izveden algoritam alfa-beta podrezivanja te kako je izvedena heuristička funkcija i jednostavni evaluator pozicije. Konačno, pokazani su rezultati aplikacije testirane na dva računala različitih specifikacija, iznesene su njezine prednosti i nedostatke. The aim of this thesis was to explore how to make a chess computer player, i.e. chess engine. The first part of the paper deals with the theoretical background of the task, where it explains in detail the minimax algorithm and alpha-beta pruning. Also, the concepts of heuristics and utility functions are theoretically addressed. The second part is devoted to implementation. It describes how to implement an alpha-beta pruning algorithm, how to implement a good heuristic function and a simple position evaluator. Finally, the application results are presented based on the performance on two computers with different specifications, its advantages and disadvantages are presented.
- Published
- 2020
12. An evolutionary algorithm with a history mechanism for tuning a chess evaluation function.
- Author
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Vázquez-Fernández, Eduardo, Coello, Carlos A. Coello, and Troncoso, Feliú D. Sagols
- Subjects
EVOLUTIONARY algorithms ,COMPUTER software ,GAME theory ,SEARCH engines ,VIDEO games - Abstract
Abstract: Here, we propose an evolutionary algorithm (i.e., evolutionary programming) for tuning the weights of a chess engine. Most of the previous work in this area has normally adopted co-evolution (i.e., tournaments among virtual players) to decide which players will pass to the following generation, depending on the outcome of each game. In contrast, our proposed method uses evolution to decide which virtual players will pass to the next generation based on the number of positions solved from a number of chess grandmaster games. Using a search depth of 1-ply, our method can solve 40.78% of the positions evaluated from chess grandmaster games (this value is higher than the one reported in the previous related work). Additionally, our method is capable of solving 53.08% of the positions using a historical mechanism that keeps a record of the “good” virtual players found during the evolutionary process. Our proposal has also been able to increase the competition level of our search engine, when playing against the program Chessmaster (grandmaster edition). Our chess engine reached a rating of 2404 points for the best virtual player with supervised learning, and a rating of 2442 points for the best virtual player with unsupervised learning. Finally, it is also worth mentioning that our results indicate that the piece material values obtained by our approach are similar to the values known from chess theory. [Copyright &y& Elsevier]
- Published
- 2013
- Full Text
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13. The Case for Computer Chess Engines in the Classroom.
- Author
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Levinson, Robert
- Subjects
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COMPUTER chess , *COMPUTERS in education , *COMPUTERS & literacy , *COMPUTER scientists , *EDUCATIONAL technology - Abstract
Many computer scientists would agree that had it not been for the refinement of alpha-beta search, the emulation of high level chess play would never have occurred. In this paper we study wider uses of chess programs and their potential use in education. In order to fullfill this objective we validate that computer chess programs and human instructors can synchronize to reach the student mind and heart. The arrival of computer chess programs as stronger than their human counterparts is defined not only by deeper search but the use of robust tunable user interfaces that provide immediate feedback to the developer and end user. We view the use of new technology in the classroom as following a cycle of four phases: observation, evaluation, management and deployment. Along these same lines the notion that weak chess players can interact with strong chess engines for chess feedback leading to deeper self-understanding beyond chess is a hypothesis little explored. Nevertheless, the opportunity now exists for such rich human and machine interaction to be observed, evaluated, managed and deployed. [ABSTRACT FROM AUTHOR]
- Published
- 2011
- Full Text
- View/download PDF
14. APPLYING ALPHA-BETA ALGORITHM IN A CHESS ENGINE
- Author
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Werda Buana Putra and Lukman Heryawan
- Subjects
Negamax ,Computer science ,lcsh:T ,Algorithm ,Alpha-Beta Pruning ,Chess engine ,Minimax ,Search Tree ,Game Theory ,Zero-Sum Game ,Alpha–beta pruning ,Iterative deepening depth-first search ,lcsh:Technology ,Search algorithm ,Principal variation search ,lcsh:Technology (General) ,Null-move heuristic ,Combinatorial search ,lcsh:T1-995 ,lcsh:Q ,lcsh:Science ,lcsh:Science (General) ,Killer heuristic ,lcsh:Q1-390 - Abstract
Minimax Algorithm, is a solution to reduce the burden on hardware in chess engine. However, a more in-depth method is needed to further increase the search algorithm. One of those solutions is called Alpha-Beta Pruning algorithm. The idea is to eliminate the unnecessary nodes in the search tree.
- Published
- 2017
15. Eş zamanlı hamle tabanlı bir satranç oyun motoru geliştirmesi
- Author
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Türk, Mustafa, Dalkılıç, Mehmet Emin, Fen Bilimleri Enstitüsü, and Uluslararası Bilgisayar Anabilim Dalı
- Subjects
Web Uygulaması Geliştirme ,Web Application Development ,Chess Engine ,Satranç Motoru ,Simultaneous Move Chess ,Computer Engineering and Computer Science and Control ,Eş Zamanlı Satranç ,Bilgisayar Mühendisliği Bilimleri-Bilgisayar ve Kontrol - Abstract
Eşit güçteki oyuncular arasında yapılan klasik satranç maçlarının sonuçları analiz edildiğinde beyaz taşlarla oynayan tarafın kazanma olasılığının rakibine kıyasla %22.19 daha yüksek olduğu görülmektedir (Banks G. 2016). Bu tez çalışmasıyla, klasik satranç oyununa göre daha adil ve eş zamanlı olaylar için strateji geliştirmeye yardımcı olacağı değerlendirilen yeni bir satranç oyunu uygulaması geliştirilmiştir. Bu uygulamanın geliştirilmesinin öncelikli sebebi: Klasik satranç oyunundaki beyaz taşlarla oynayan oyuncunun açık avantajının tespit edilmesinin ardından bu adaletsizliği ortadan kaldıran eş zamanlı bir satranç oyunu için bu tezin danışmanı Prof. Dr. M. E. DALKILIÇ tarafından önerilen bir kurallar setinin tutarlılığının test edilme gereksinimidir. Bu kurallar seti kullanılarak Grafiksel Kullanıcı Arayüzü (GUI) tabanlı bir web uygulaması HTML, CSS, Java Script, jQuery, Node.js, express.js ve socket.io programlama dilleri/kütüphaneleri kullanılarak geliştirilmiştir. Bu uygulamada insan-insan ve insan-bilgisayar modelleri yer almaktadır. Sonuç olarak, bu tez çalışmasında, belirlenen kurallar seti test edilmiş ve tutarlı hale getirilmiş, eş zamanlı hamle stratejilerine dayanan yeni bir zeka oyunu geliştirilmiş ve oyun için ücretsiz bir web platformu hizmete sunulmuştur., It is observed through the analysis of the results of the classical chess games played by players of the equivalent strength, that, players with the white pieces has a 22.19% more winning rate as compared to the players with black pieces (Banks G. 2016). In this thesis, a new chess game which is more fair than the classical chess and has been evaluated to be useful to develop strategies for simultaneous events, has been implemented. The primary reason for developing this new chess application is the necessity for testing the stability of the rule set proposed by the thesis advisor, Prof. Dr. M. E. DALKILIC who came up with a rule set for a more fair chess after seeing the unfair advantage of the first movers in classical chess. A Graphical User Interface (GUI) based web application implementing this rules set has been developed using HTML, CSS Java Script, Jquery, Node.js, express.js and socket.io programming tools and libraries. This application contains both human - human and human – computer models. As a result, in this thesis work, proposed rule set has been tested and slightly modified for stability. Furthermore, a new intelligence game based on simultaneous moves has been developed and presented as a free web application.
- Published
- 2016
16. Elektronické šachy
- Abstract
Táto bakalárska práca je zameraná na funkciu kapacitných senzorov na doske plošných spojov a radu meraní, z ktorých bolo následne možné vytvoriť senzory pre šachovnicu. Ďalej sa zaoberá technikou CoreXY, podľa ktorej je zhotovený návrh pohybového mechanizmu v programe Siemens NX a jeho následná realizácia. Zariadenie obsahuje mikrokontrolér, pre ktorý je vytvorený software pre spracovanie dát zo senzorov a ovládanie krokových motorov., This bachelor thesis is focused on function of capacitive sensors on a printed circuit board and a series of measurements from which it was possible to create a subsequent sensors for the chess board. It also deals with the CoreXY technique, according to which a design of a motion mechanism is made in the Siemens NX program, and its subsequent implementation. The device includes a microcontroller for which software is created to process data from sensors and control stepper motors.
17. Elektronické šachy
- Abstract
Táto bakalárska práca je zameraná na funkciu kapacitných senzorov na doske plošných spojov a radu meraní, z ktorých bolo následne možné vytvoriť senzory pre šachovnicu. Ďalej sa zaoberá technikou CoreXY, podľa ktorej je zhotovený návrh pohybového mechanizmu v programe Siemens NX a jeho následná realizácia. Zariadenie obsahuje mikrokontrolér, pre ktorý je vytvorený software pre spracovanie dát zo senzorov a ovládanie krokových motorov., This bachelor thesis is focused on function of capacitive sensors on a printed circuit board and a series of measurements from which it was possible to create a subsequent sensors for the chess board. It also deals with the CoreXY technique, according to which a design of a motion mechanism is made in the Siemens NX program, and its subsequent implementation. The device includes a microcontroller for which software is created to process data from sensors and control stepper motors.
18. Elektronické šachy
- Abstract
Táto bakalárska práca je zameraná na funkciu kapacitných senzorov na doske plošných spojov a radu meraní, z ktorých bolo následne možné vytvoriť senzory pre šachovnicu. Ďalej sa zaoberá technikou CoreXY, podľa ktorej je zhotovený návrh pohybového mechanizmu v programe Siemens NX a jeho následná realizácia. Zariadenie obsahuje mikrokontrolér, pre ktorý je vytvorený software pre spracovanie dát zo senzorov a ovládanie krokových motorov., This bachelor thesis is focused on function of capacitive sensors on a printed circuit board and a series of measurements from which it was possible to create a subsequent sensors for the chess board. It also deals with the CoreXY technique, according to which a design of a motion mechanism is made in the Siemens NX program, and its subsequent implementation. The device includes a microcontroller for which software is created to process data from sensors and control stepper motors.
19. Síťová aplikace pro výuku šachu
- Abstract
Práce se zabývá vytvořením aplikace pro výuku šachu. Metody výuky zahrnují kromě hry proti počítači také síťovou hru proti hráči či počítači a je vytvořena i podpora pro použití šachových diagramů. Program disponuje podporou přehrávání existujících partií ve standardním formátu PGN. O rozbor těchto partií se stará šachový motor, který komunikuje přes standard Win/XBoard. Šachový motor generuje alternativní tahy v dané pozici a nabízí je hráči k zamyšlení. Aplikace také podporuje standard FEN. V úvodních kapitolách práce jsou rozebrány použité prostředky, základy šachu a podrobněji existující typy šachové notace. V dalších částech práce rozebírám jednotlivé existující šachové standardy, jejich návrh a mou implementaci v programu. Ve zbytku práce se nachází popis navržených a implementovaných částí programu, jako je jeho grafická podoba či podpůrné postranní panely. V poslední kapitole popisuji server, který propojuje všechny aktuální hráče., The work deals with creating of application for teaching chess. Teaching methods include not only play against the computer, but also a network play against the player or computer. It is also created the support to use chess diagrams. The program support existing playing games in standard PGN format. A chess engine is responsible for analysis of these games and it communicates via standard Win / XBoard. The Chess engine generates alternative moves in a given position and provides the player to think about. The application also supports standard FEN. In the opening chapters of this work are discussed used tools, the basics of chess and more detail existing types of chess notation. In other parts of the work I analyze an existing individual chess standards, theirs design and theirs implementation in my program. In the rest of the work I describe designed and implemented parts of the program, such as its graphic design and supporting side panels. In the last chapter I describe the server that connects all the current players.
20. Vysvětlující analýza šachových partií
- Abstract
Cílem této práce je navrhnout a implementovat vysvětlující analýzu šachových partií. Tato analýza byla vytvořena na základě šachového programu (chess engine). Jelikož existuje mnoho kvalitních, volně dostupných a open-source šachových programů, tato práce se nesoustředí na implementaci nového programu. Namísto toho, již existující šachové programy byly prostudovány a porovnány. Nejvhodnější program pro tuto práci byl vybrán a pro něj bylo navrhnuto rozšíření, které poskytuje slovní vysvětlení kvality jednotlivých tahů a celých šachových partií. Toto rozšíření bylo implementováno, otestováno a ohodnoceno., The aim of this thesis is to design and implement an explanatory analysis of chess games. This analysis was created on the basis of a chess engine. As there are many great, freely available and open-source chess engines, this thesis does not focus on the implementation of a new one. Instead, existing chess engines were studied and compared. The most suitable one for this thesis was selected and an extension was designed for it. This extension provides an explanatory explanation of the quality of individual moves and entire chess games. This extension has been implemented, tested and evaluated.
21. Vysvětlující analýza šachových partií
- Abstract
Cílem této práce je navrhnout a implementovat vysvětlující analýzu šachových partií. Tato analýza byla vytvořena na základě šachového programu (chess engine). Jelikož existuje mnoho kvalitních, volně dostupných a open-source šachových programů, tato práce se nesoustředí na implementaci nového programu. Namísto toho, již existující šachové programy byly prostudovány a porovnány. Nejvhodnější program pro tuto práci byl vybrán a pro něj bylo navrhnuto rozšíření, které poskytuje slovní vysvětlení kvality jednotlivých tahů a celých šachových partií. Toto rozšíření bylo implementováno, otestováno a ohodnoceno., The aim of this thesis is to design and implement an explanatory analysis of chess games. This analysis was created on the basis of a chess engine. As there are many great, freely available and open-source chess engines, this thesis does not focus on the implementation of a new one. Instead, existing chess engines were studied and compared. The most suitable one for this thesis was selected and an extension was designed for it. This extension provides an explanatory explanation of the quality of individual moves and entire chess games. This extension has been implemented, tested and evaluated.
22. Vysvětlující analýza šachových partií
- Abstract
Cílem této práce je navrhnout a implementovat vysvětlující analýzu šachových partií. Tato analýza byla vytvořena na základě šachového programu (chess engine). Jelikož existuje mnoho kvalitních, volně dostupných a open-source šachových programů, tato práce se nesoustředí na implementaci nového programu. Namísto toho, již existující šachové programy byly prostudovány a porovnány. Nejvhodnější program pro tuto práci byl vybrán a pro něj bylo navrhnuto rozšíření, které poskytuje slovní vysvětlení kvality jednotlivých tahů a celých šachových partií. Toto rozšíření bylo implementováno, otestováno a ohodnoceno., The aim of this thesis is to design and implement an explanatory analysis of chess games. This analysis was created on the basis of a chess engine. As there are many great, freely available and open-source chess engines, this thesis does not focus on the implementation of a new one. Instead, existing chess engines were studied and compared. The most suitable one for this thesis was selected and an extension was designed for it. This extension provides an explanatory explanation of the quality of individual moves and entire chess games. This extension has been implemented, tested and evaluated.
23. Síťová aplikace pro výuku šachu
- Abstract
Práce se zabývá vytvořením aplikace pro výuku šachu. Metody výuky zahrnují kromě hry proti počítači také síťovou hru proti hráči či počítači a je vytvořena i podpora pro použití šachových diagramů. Program disponuje podporou přehrávání existujících partií ve standardním formátu PGN. O rozbor těchto partií se stará šachový motor, který komunikuje přes standard Win/XBoard. Šachový motor generuje alternativní tahy v dané pozici a nabízí je hráči k zamyšlení. Aplikace také podporuje standard FEN. V úvodních kapitolách práce jsou rozebrány použité prostředky, základy šachu a podrobněji existující typy šachové notace. V dalších částech práce rozebírám jednotlivé existující šachové standardy, jejich návrh a mou implementaci v programu. Ve zbytku práce se nachází popis navržených a implementovaných částí programu, jako je jeho grafická podoba či podpůrné postranní panely. V poslední kapitole popisuji server, který propojuje všechny aktuální hráče., The work deals with creating of application for teaching chess. Teaching methods include not only play against the computer, but also a network play against the player or computer. It is also created the support to use chess diagrams. The program support existing playing games in standard PGN format. A chess engine is responsible for analysis of these games and it communicates via standard Win / XBoard. The Chess engine generates alternative moves in a given position and provides the player to think about. The application also supports standard FEN. In the opening chapters of this work are discussed used tools, the basics of chess and more detail existing types of chess notation. In other parts of the work I analyze an existing individual chess standards, theirs design and theirs implementation in my program. In the rest of the work I describe designed and implemented parts of the program, such as its graphic design and supporting side panels. In the last chapter I describe the server that connects all the current players.
24. Výukový program pro šachy
- Abstract
Práce se zabývá tvorbou umělé inteligence a uživatelského rozhraní pro šachový program. V textu je také popsán návrh a implementace výukové části pro tuto aplikaci. Jsou zde analyzovány šachové motory a současné šachové programy zaměřující se na výuku., This bachelor thesis deals problems with an artificial intelligence and a user interface of a chess program. There is also a description of design and implementation of a tutorial part for this program. Chess engines and current chess programs focused on teaching are being analysed, too.
25. Výukový program pro šachy
- Abstract
Práce se zabývá tvorbou umělé inteligence a uživatelského rozhraní pro šachový program. V textu je také popsán návrh a implementace výukové části pro tuto aplikaci. Jsou zde analyzovány šachové motory a současné šachové programy zaměřující se na výuku., This bachelor thesis deals problems with an artificial intelligence and a user interface of a chess program. There is also a description of design and implementation of a tutorial part for this program. Chess engines and current chess programs focused on teaching are being analysed, too.
26. Výukový program pro šachy
- Abstract
Práce se zabývá tvorbou umělé inteligence a uživatelského rozhraní pro šachový program. V textu je také popsán návrh a implementace výukové části pro tuto aplikaci. Jsou zde analyzovány šachové motory a současné šachové programy zaměřující se na výuku., This bachelor thesis deals problems with an artificial intelligence and a user interface of a chess program. There is also a description of design and implementation of a tutorial part for this program. Chess engines and current chess programs focused on teaching are being analysed, too.
27. Síťová aplikace pro výuku šachu
- Abstract
Práce se zabývá vytvořením aplikace pro výuku šachu. Metody výuky zahrnují kromě hry proti počítači také síťovou hru proti hráči či počítači a je vytvořena i podpora pro použití šachových diagramů. Program disponuje podporou přehrávání existujících partií ve standardním formátu PGN. O rozbor těchto partií se stará šachový motor, který komunikuje přes standard Win/XBoard. Šachový motor generuje alternativní tahy v dané pozici a nabízí je hráči k zamyšlení. Aplikace také podporuje standard FEN. V úvodních kapitolách práce jsou rozebrány použité prostředky, základy šachu a podrobněji existující typy šachové notace. V dalších částech práce rozebírám jednotlivé existující šachové standardy, jejich návrh a mou implementaci v programu. Ve zbytku práce se nachází popis navržených a implementovaných částí programu, jako je jeho grafická podoba či podpůrné postranní panely. V poslední kapitole popisuji server, který propojuje všechny aktuální hráče., The work deals with creating of application for teaching chess. Teaching methods include not only play against the computer, but also a network play against the player or computer. It is also created the support to use chess diagrams. The program support existing playing games in standard PGN format. A chess engine is responsible for analysis of these games and it communicates via standard Win / XBoard. The Chess engine generates alternative moves in a given position and provides the player to think about. The application also supports standard FEN. In the opening chapters of this work are discussed used tools, the basics of chess and more detail existing types of chess notation. In other parts of the work I analyze an existing individual chess standards, theirs design and theirs implementation in my program. In the rest of the work I describe designed and implemented parts of the program, such as its graphic design and supporting side panels. In the last chapter I describe the server that connects all the current players.
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