3,146 research outputs found

    On the Impact of Information Technologies on Society: an Historical Perspective through the Game of Chess

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    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

    Speech Opening Adelaide Chess Centre

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    Spartan Daily, September 3, 1993

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    Volume 101, Issue 6https://scholarworks.sjsu.edu/spartandaily/8434/thumbnail.jp

    Spartan Daily, October 17, 1972

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    Volume 60, Issue 18https://scholarworks.sjsu.edu/spartandaily/5653/thumbnail.jp

    Ranking in Swiss system chess team tournaments

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    The paper uses paired comparison-based scoring procedures for ranking the participants of a Swiss system chess team tournament. We present the main challenges of ranking in Swiss system, the features of individual and team competitions as well as the failures of official lexicographical orders. The tournament is represented as a ranking problem, our model is discussed with respect to the properties of the score, generalized row sum and least squares methods. The proposed procedure is illustrated with a detailed analysis of the two recent chess team European championships. Final rankings are compared by their distances and visualized with multidimensional scaling (MDS). Differences to official ranking are revealed by the decomposition of least squares method. Rankings are evaluated by prediction accuracy, retrodictive performance, and stability. The paper argues for the use of least squares method with a results matrix favoring match points

    On the Impact of Information Technologies on Society: an Historical Perspective through the Game of Chess

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    12 pages - ISSN: 2105-0422The game of chess has 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 to play chess, and to beat humans, has been alive and has been 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 an affair of specialists. But as computers were democratized, and the strength of chess engines started 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 website dedicated to chess, etc.), turns out to be a surprisingly and particularly sharp indicator of the changes induced in our every day 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 analyse and to grasp
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