3,146 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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Secrets of Pawnless Endings
It is now 32 years since Ströhlein’s pioneering computation of KRKN and ten years since the publication of Nunn’s Secrets of Rook Endings. This book defined a new genre under his authorship and editorship (Nunn, 1992, 1994, 1995; Müller and Lamprecht, 1999, 2001) and has merited a second edition. Now comes the second edition of Secrets of Pawnless Endings
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WCSC 2015: the World Chess Software Championship
This is the official report of the ICGA's 2015 World Chess Software Championship held in Leiden, The Netherlands
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WCCC 2015: the 21st World Computer Chess Championship
Nine chess programs competed in July 2015 in the ICGA's World Computer Chess Championship at the Computer Science department of Leiden University. This is the official report of the event
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WCCC 2016: the 22nd World Computer Chess Championship
In the ICGA's 22nd World Computer Chess Championship in Leiden, six contestants together gave the latest demonstration of the state of the art in chess-playing programs. This article highlights the advances and subtleties exemplified by their play. The new World Champion was KOMODO with JONNY, edged out in the play-off, second and SHREDDER third. GRIDGINKGO, HIARCS and RAPTOR took the remaining places
Spartan Daily, September 3, 1993
Volume 101, Issue 6https://scholarworks.sjsu.edu/spartandaily/8434/thumbnail.jp
Spartan Daily, October 17, 1972
Volume 60, Issue 18https://scholarworks.sjsu.edu/spartandaily/5653/thumbnail.jp
Ranking in Swiss system chess team tournaments
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
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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