194 research outputs found

    Space-efficient Indexing of Chess Endgame Tables

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    Chess endgame tables should provide efficiently the value and depth of any required position during play. The indexing of an endgame’s positions is crucial to meeting this objective. This paper updates Heinz’ previous review of approaches to indexing and describes the latest approach by the first and third authors. Heinz’ and Nalimov’s endgame tables (EGTs) encompass the en passant rule and have the most compact index schemes to date. Nalimov’s EGTs, to the Distance-to-Mate (DTM) metric, require only 30.6 × 10^9 elements in total for all the 3-to-5-man endgames and are individually more compact than previous tables. His new index scheme has proved itself while generating the tables and in the 1999 World Computer Chess Championship where many of the top programs used the new suite of EGTs

    KQQKQQ and the Kasparov-World Game

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    The 1999 Kasparov-World game for the first time enabled anyone to join a team playing against a World Chess Champion via the web. It included a surprise in the opening, complex middle-game strategy and a deep ending. As the game headed for its mysterious finale, the World Team re-quested a KQQKQQ endgame table and was provided with two by the authors. This paper describes their work, compares the methods used, examines the issues raised and summarises the concepts involved for the benefit of future workers in the endgame field. It also notes the contribution of this endgame to chess itself

    Selective search in games of different complexity

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    Mimetic Lives

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    What makes some characters seem so real? Mimetic Lives explores this unprecedented question on the rich ground of Tolstoy’s and Dostoevsky’s fiction. Each author discovered techniques for intensifying the aesthetic illusion Kitzinger calls mimetic life: the reader’s sense of a character’s embodied existence. Both authors tested the limits of that illusion by pushing it toward the novel’s formal and generic bounds. Through new readings of War and Peace, Anna Karenina, The Brothers Karamazov, and other novels, Kitzinger traces the productive tension between these impulses. She shows how these lifelike characters are made, and why the authors’ dreams of carrying the illusion of life beyond the novel fail. Kitzinger challenges the contemporary truism that novels educate by providing models for the perspectives of others. The realist novel’s power to create compelling fictional persons underscores its resources as a form for thought, and its limits as a source of change

    2007 GREAT Day Program

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    SUNY Geneseo’s First Annual G.R.E.A.T. Day.https://knightscholar.geneseo.edu/program-2007/1001/thumbnail.jp

    Tools and Techniques for Decision Tree Learning

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    Decision tree learning is an important field of machine learning. In this study we examine both formal and practical aspects of decision tree learning. We aim at answering to two important needs: The need for better motivated decision tree learners and an environment facilitating experimentation with inductive learning algorithms. As results we obtain new practical tools and useful techniques for decision tree learning. First, we derive the practical decision tree learner Rank based on the Findmin protocol of Ehrenfeucht and Haussler. The motivation for the changes introduced to the method comes from empirical experience, but we prove the correctness of the modifications in the probably approximately correct learning framework. The algorithm is enhanced by extending it to operate in the multiclass situations, making it capable of working within the incremental setting, and providing noise tolerance into it. Together these modifications entail practicability through a formal development..
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