66,890 research outputs found
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
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WCCC 2019: the 25th World Computer Chess Championship
WCCC 2019, the 25th World Computer Chess Championship, continued the ICGA's longitudinal computer chess experiment begun in 1974. This event was held in Macau, featured six chess engines and was won by KOMODO which thereby retained its title of World Champion. CHIRON and SHREDDER were respectively second and third
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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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WCSC 2019: the 9th World Chess Software Championship
The 'WCSC 2019' World Chess Software Championship was the ICGA's ninth experimental test of computer chess software in a neutral hardware environment. Held in Macau, this event was won by KOMODO with JONNY and CHIRON scarcely separable in second and third
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The SSDF Chess Engine Rating list, 2019-12
This is the Chess Engine Rating list of 2019-12 from Svenska schackdatorföreningen, the Swedish Chess Computer Association. SSDF has produced the list for 22 years. Here we supply the 'Selected 50' subset with headline notes on each engine. SSDF's 2019-12 narrative, top 50 and long lists (both with match details) may also be downloaded from here
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