41 research outputs found
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Chess endgame knowledge advances
This review of recent developments starts with the publication of Harold van der Heijden's Study Database Edition IV, John Nunn's second trilogy on the endgame, and a range of endgame tables (EGTs) to the DTC, DTZ and DTZ50 metrics. It then summarises data-mining work by Eiko Bleicher and Guy Haworth in 2010. This used CQL and pgn2fen to find some 3,000 EGT-faulted studies in the database above, and the Type A (value-critical) and Type B-DTM (DTM-depth-critical) zugzwangs in the mainlines of those studies. The same technique was used to mine Chessbase's BIG DATABASE 2010 to identify Type A/B zugzwangs, and to identify the pattern of value-concession and DTM-depth concession in sub-7-man play
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Student projects: plagiarism and assessment
Within the Information Technology degree programme of the University of Reading, the students undertake a major project in their final year. The module is both a hurdle to an honours degree and significant in terms of assessment weighting. The two year history so far has shown that bad citation and plagiarism are issues, and in one case called for the due referral of a project report. In the light of experience to date, we are focusing firstly on plagiarism prevention, giving generic advice on report writing and citation practice, and secondly on detection. In the longer term, I believe we need to reflect on what capabilities we should be creating in our undergraduates and therefore what and how we should be assessing them
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Gentlemen, stop your engines!
For fifty years, computer chess has pursued an original goal of Artificial Intelligence, to produce a chess-engine to compete at the highest level. The goal has arguably been achieved, but that success has made it harder to answer questions about the relative playing strengths of
man and machine. The proposal here is to approach such questions in a counter-intuitive way, handicapping or stopping-down chess engines so that they play less well. The intrinsic lack of man-machine games may be side-stepped by analysing existing games to place computer engines
as accurately as possible on the FIDE ELO scale of human play. Move-sequences may also be assessed for likelihood if computer-assisted cheating is suspected
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3-5-man mutual zugzwangs in chess
This note reports the work of Wirth and Karrer in twin-sourcing all mutual zugzwang positions, mzugs, in 2-5-man endgames. This paper tabulates the mzug statistical data, gives examples of maximal mzugs and refers to a chess endgame website where further data is to be found
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6-man chess solved
Eugene Nalimov has completed the computation of a set of endgame tables for 6-man chess, and independently, Marc Bourzutschky has completed tables for 3-3 chess and for 4-2 chess where Black is not just ‘KP’. The ICGA salutes both achievements and looks ahead
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Depth by The Rule
This note corrects a previous treatment of algorithms for the metric DTR, Depth by the Rule
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Deepest Chess Win Revisited
An examination of the deepest win in KRNKNN in the context of Ken Thompson's results
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Primality-testing Mersenne Numbers (II)
Reports the factor-filtering and primality-testing of Mersenne Numbers Mp for p < 100000, the latter using the ICL 'DAP' Distributed Array Processor
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Database Engines for Geographical Information Systems
Our ability to identify, acquire, store, enquire on and analyse data is increasing as never before, especially in the GIS field. Technologies are becoming available to
manage a wider variety of data and to make intelligent inferences on that data.
The mainstream arrival of large-scale database engines is not far away. The experience of using the first such products tells us that they will radically change data
management in the GIS field
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Process scheduling by output considerations
In multi-tasking systems when it is not possible to guarantee completion of all activities by specified
times, the scheduling problem is not straightforward.
Examples of this situation in real-time programming include the occurrence of alarm conditions and the buffering of output to peripherals in on-line facilities. The latter case is studied here with the hope of indicating one solution to the general problem
