61,724 research outputs found
Grammar and Style Check Programs: Machine v. Man
Garry Kasparov fought for all of us. A human being against Deep Blue, a computer that has thirty-two processors acting as thirty-two brains simultaneously to consider future chess moves. When the computer won the first game, it was an apocalypse for chess enthusiasts. Was an artificial brain actually superior? A similar question arises in writing: do computerized grammar and style checkers create superior writing
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The Kasparov-World Match
The Kasparov-World match was initiated by Microsoft with sponsorship from the bank First USA. The concept was that Garry Kasparov as White would play the rest of the world on the Web: one ply would be played per day and the World Team was to vote for its move.
The Kasparov-World game was a success from many points of view. It certainly gave thousands the feeling of facing the world’s best player across the board and did much for the future of the game. Described by Kasparov as “phenomenal ... the most complex in chess history”, it is probably a worthy ‘Greatest Game’ candidate. Computer technology has given chess a new mode of play and taken it to new heights: the experiment deserves to be repeated. We look forward to another game and experience of this quality although it will be difficult to surpass the event we have just enjoyed. We salute and thank all those who contributed - sponsors, moderator, coaches, unofficial analysts, organisers, technologists, voters and our new friends
Design and Implementation of a Computer Vision System for an Autonomous Chess-Playing Robot
This work describes a mechatronic system composed by a robot arm that can play chess autonomously. The system is based on an industrial-grade robot manipulator, a computer vision system, and an open source chess engine. Classification algorithms were implemented in order to detect whether a given chessboard square is occupied, and in that case, if the piece is black or white. Such algorithms were compared in terms of their complexity of implementation, execution time and accuracy of predictions. To achieve an uniform illumination of the chessboard, a theoretical model of an LED illuminance curve was used to find the best orientation for each diode using a genetic algorithm.
Both the support base for the LEDs and the chess pieces were made using a 3D printer. This implementation demonstrates the capabilities of the proposed vision-based system, whose complexity can be increased in the future for a number of applications.Facultad de Informátic
Design and Implementation of a Computer Vision System for an Autonomous Chess-Playing Robot
This work describes a mechatronic system composed by a robot arm that can play chess autonomously. The system is based on an industrial-grade robot manipulator, a computer vision system, and an open source chess engine. Classification algorithms were implemented in order to detect whether a given chessboard square is occupied, and in that case, if the piece is black or white. Such algorithms were compared in terms of their complexity of implementation, execution time and accuracy of predictions. To achieve an uniform illumination of the chessboard, a theoretical model of an LED illuminance curve was used to find the best orientation for each diode using a genetic algorithm.
Both the support base for the LEDs and the chess pieces were made using a 3D printer. This implementation demonstrates the capabilities of the proposed vision-based system, whose complexity can be increased in the future for a number of applications.Facultad de Informátic
The Computational Intelligence of MoGo Revealed in Taiwan's Computer Go Tournaments
International audienceTHE AUTHORS ARE EXTREMELY GRATEFUL TO GRID5000 for helping in designing and experimenting around Monte-Carlo Tree Search. In order to promote computer Go and stimulate further development and research in the field, the event activities, "Computational Intelligence Forum" and "World 99 Computer Go Championship," were held in Taiwan. This study focuses on the invited games played in the tournament, "Taiwanese Go players versus the computer program MoGo," held at National University of Tainan (NUTN). Several Taiwanese Go players, including one 9-Dan professional Go player and eight amateur Go players, were invited by NUTN to play against MoGo from August 26 to October 4, 2008. The MoGo program combines All Moves As First (AMAF)/Rapid Action Value Estimation (RAVE) values, online "UCT-like" values, offline values extracted from databases, and expert rules. Additionally, four properties of MoGo are analyzed including: (1) the weakness in corners, (2) the scaling over time, (3) the behavior in handicap games, and (4) the main strength of MoGo in contact fights. The results reveal that MoGo can reach the level of 3 Dan with, (1) good skills for fights, (2) weaknesses in corners, in particular for "semeai" situations, and (3) weaknesses in favorable situations such as handicap games. It is hoped that the advances in artificial intelligence and computational power will enable considerable progress in the field of computer Go, with the aim of achieving the same levels as computer chess or Chinese chess in the future
On the Impact of Information Technologies on Society: an Historical Perspective through the Game of Chess
The game of chess as always been viewed as an iconic representation of
intellectual prowess. Since the very beginning of computer science, the
challenge of being able to program a computer capable of playing chess and
beating humans has been alive and used both as a mark to measure
hardware/software progresses and as an ongoing programming challenge leading to
numerous discoveries. In the early days of computer science it was a topic for
specialists. But as computers were democratized, and the strength of chess
engines began to increase, chess players started to appropriate to themselves
these new tools. We show how these interactions between the world of chess and
information technologies have been herald of broader social impacts of
information technologies. The game of chess, and more broadly the world of
chess (chess players, literature, computer softwares and websites dedicated to
chess, etc.), turns out to be a surprisingly and particularly sharp indicator
of the changes induced in our everyday life by the information technologies.
Moreover, in the same way that chess is a modelization of war that captures the
raw features of strategic thinking, chess world can be seen as small society
making the study of the information technologies impact easier to analyze and
to grasp
Comparing Typical Opening Move Choices Made by Humans and Chess Engines
The opening book is an important component of a chess engine, and thus
computer chess programmers have been developing automated methods to improve
the quality of their books. For chess, which has a very rich opening theory,
large databases of high-quality games can be used as the basis of an opening
book, from which statistics relating to move choices from given positions can
be collected. In order to find out whether the opening books used by modern
chess engines in machine versus machine competitions are ``comparable'' to
those used by chess players in human versus human competitions, we carried out
analysis on 26 test positions using statistics from two opening books one
compiled from humans' games and the other from machines' games. Our analysis
using several nonparametric measures, shows that, overall, there is a strong
association between humans' and machines' choices of opening moves when using a
book to guide their choices.Comment: 12 pages, 1 figure, 6 table
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