Academic literature on the topic 'Chess'

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Journal articles on the topic "Chess"

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The Editor. "Chess Grandmasters Versus Chess Computers." ICGA Journal 9, no. 1 (March 1, 1986): 51–55. http://dx.doi.org/10.3233/icg-1986-9109.

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Dumanis, Michael. "Chess." Iowa Journal of Cultural Studies 1998, no. 17 (1998): 13. http://dx.doi.org/10.17077/2168-569x.1250.

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McTavish, Fiona M., David H. Gustqfson, Betta H. Owens, Robert P. Hawkins, Suzanne Pingree, Meg Wise, Jean O. Taylor, and Funmi M. Apantaku. "CHESS." Journal of Ambulatory Care Management 18, no. 3 (July 1995): 35–41. http://dx.doi.org/10.1097/00004479-199507000-00006.

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Humphries, Nina. "CHESS." Australian Occupational Therapy Journal 1, no. 6 (August 27, 2010): 210–19. http://dx.doi.org/10.1111/j.1440-1630.1953.tb00055.x.

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Sanner, Erik. "Chess." Visual Communication Quarterly 16, no. 3 (September 11, 2009): 168–71. http://dx.doi.org/10.1080/15551390903097141.

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Bilderback, Don. "CHESS." Synchrotron Radiation News 1, no. 1 (January 1988): 15–19. http://dx.doi.org/10.1080/08940888808602473.

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van den Herik, H. J. "Expectations on Chess, Computer Chess and AEGON." ICGA Journal 19, no. 2 (June 1, 1996): 122–23. http://dx.doi.org/10.3233/icg-1996-19212.

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Firdausi, Dzihan Khilmi Ayu, Andriadi Andriadi, Indra Dwisaputra, and Muhammad Eka Mardyansyah Simbolon. "Chest pass automatic board for evaluating basic chest pass skills using vibration sensor." Retos 50 (September 6, 2023): 931–35. http://dx.doi.org/10.47197/retos.v50.94808.

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The purpose of the study is to develop an electronic basketball chest pass measuring tool that reduces human error while assessing basketball chest pass technique. The research and development approach was used in this study. A total of 31 students were used as research participants on large-scale test. Data analysis in this study is a validity test using an external validity test by correlating the results of the chess pass using the Chest Pass Automatic Board with the results of the conventional chess pass, and the reliability test using Spearman Brown. The results of data analysis obtained a product validity value of 0.9985 and a product reliability value of 0.999. The Chest Pass Automatic Board prototype is valid and reliable for measuring basketball chest pass technique. Keywords: Basketball; Chest pass test; Instrument; vibration sensor.
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Banerjee, Amitav. "Artificial Intelligence beyond Chess: Opportunities for Medicine, Public Health, and Social Medicine." Journal of Comprehensive Health 8, no. 1 (March 22, 2021): 6–8. http://dx.doi.org/10.53553/jch.v08i01.002.

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History was created in 1997 when Deep Blue, an Artificial Intelligence (AI) enabled chess engine, beat the world chess champion. Since then AI and machine learning are being increasingly used in other fields including health care to perform complex tasks. The present commentary compares chess and medicine and how lessons learnt from the application of AI in chess leading to “advanced chess” can be used to develop AI enabled “advanced medicine.” It supports the proposition that while at present it may appear that advances in medical technology are putting a strain on the doctor-patient relationship, in the long run AI and machine learning have the potential to enrich medical care by giving the gift of time to doctors to facilitate better communication with patients and win their trust. Impact of AI and machine learning on Public Health and their role in reviving of Social Medicine has also been discussed.
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Cairns, Grant. "Pillow Chess." Mathematics Magazine 75, no. 3 (June 1, 2002): 173. http://dx.doi.org/10.2307/3219240.

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Dissertations / Theses on the topic "Chess"

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BALDHAGEN, FREDRIK, and ANTON HEDSTRÖM. "Chess Playing Robot : Robotic arm capable of playing chess." Thesis, KTH, Skolan för industriell teknik och management (ITM), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-279829.

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The purpose of this thesis was to create a robot that through the use of visual recognition and robotics could play chess.The idea for this project came from the fact that there is an increasing demand for smart robots that can make their own decisions in a changing environment, and the fact that chess has recently seen a surge of new players. The optimal design of the arm making the moves was decided to be of SCARA type, which is a common robotic arm that excels in pick-and-place operations. The movement of the arm was driven by two stepper motors connected to a Raspberry Pi and an external power supply. Movement in the Z-direction was achieved through the use of a servo motor driving a gear rack vertically. A camera was placed above the chessboard, and through the use of numerous programs and functions, images were converted to chess notation which was then sent to a chess engine running on the Raspberry Pi. The visual recognition worked optimally when the chessboard was well and evenly lit. When lighting was poor, values that defined colors could be changed, allowing for proper evaluation of the colors, however when the illuminance dropped below 15 lux the blue pieces became indistinguishable from the black squares and therefore the visual recognition stopped working.
Syftet med det här examensarbetet var att skapa en robot som genom användning av bildigenkänning och robotik kunde spela schack. Idén till detta projekt kom från det faktum att det finns ett ökande behov av smarta robotar som kan fatta sina egna beslut i en förändring miljö och det faktum att schack nyligen har sett en ökning av nya spelare. Den optimala utformningen av armen som flyttar pjäserna beslutades vara av SCARA-typ, som är en vanlig robotarm som utmärker sig i ’pick-and-place’ operationer. Armens rörelse drivs av två stegmotorer anslutna till en Raspberry Pi och en extern strömkälla. Rörelse i Z-riktningen uppnåddes genom användning av en servomotor som drev en kuggstång vertikalt. En kamera placerades ovanför schackbrädet, och genom användning av flera program och funktioner konverterades bilder till schacknotation som sedan skickades till en schackmotor som körs på Raspberry Pi. Bildigenkänningen fungerade optimalt när schackbrädet var väl och jämnt upplyst. När belysningen var dålig kunde värden som definierade färger ändras för att möjliggöra korrekta utvärderingar av färgen, men när belysningsnivån sjönk under 15 lux blev de blå pjäserna oskiljbara från de svarta rutorna och programmet slutade därför att fungera
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Seyed, Farshchi Ramin. "The Chess Robot." Thesis, KTH, Maskinkonstruktion (Inst.), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-184513.

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Chess is an old game which is very popular. But since we today live in an increasingly digitalised world, most of the chess games are nowadays played via a computer. It’s a pity because it takes away the feeling of playing a real game of chess. The recent development in the technology has however made it possible to create a lot of new robots like chess robots. The aim of this bachelor thesis was therefore to create an automated chess robot and explore how fast the robot can move the pieces. Due to the complexity of the game the focus has been to create a robot that will act as a link. The robot detects the chess pieces' movements by using reed switches and then moves the pieces with an electromagnet controlled by stepper motors. An Arduino was used to control the sensors and another to actuate the stepper motors. To evaluate the speed of the electromagnet some tests had to be made and analysed. The tests focused on comparing a few important moves and change the voltage that was applied to the motor to see if it had an impact on the speed. The test showed that the voltage clearly had an impact on the motor speed and that the motors were very accurate and thus never left the piece on the wrong square.
Schack är ett gammalt spel som är väldigt populärt. Idag lever vi i en alltmer digitaliserad värld, där det mesta av schacket spelas via en dator. Det är synd för det tar bort känslan av att få spela schack på riktigt. Den senaste tekniska utvecklingen har dock gjort det möjligt att kunna skapa robotar, så som schackrobotar. Syftet med detta kandidatexamensarbete är därför att skapa en automatiserad schackrobot och undersöka hur snabbt den kan förflytta pjäserna. På grund av komplexiteten i detta spel har fokus legat på skapa en robot som fungerar som en länk. Roboten känner av schackpjäserna genom att använda reed switchar och förflyttar sedan pjäserna genom en elektromagnet som styrs av stegmotorer. En Arduino användes för att kontrollera sensorerna och driva motorerna. För att utvärdera hastigheten hos elektromagneten utfördes några tester. Olika drag analyserades liksom att förändra spänningen som applicerades till motorn. Testerna visade att spännigen verkligen hade en påverkan på hastigheten och att motorerna var väldigt precisa och därmed inte lämnade pjäsen på fel ruta.
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Bilalić, Merim. "Acquisition of chess skill." Thesis, University of Oxford, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.433387.

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Cook, Andrew James. "Computational chunking in Chess." Thesis, University of Birmingham, 2011. http://etheses.bham.ac.uk//id/eprint/1544/.

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Adriaan de Groot, the Dutch psychologist and chess Master, argued that “perception and memory are more important differentiators of chess expertise than the ability to look ahead in selecting a chess move” (Groot 1978). A component of expertise in chess has been attributed to the expert having knowledge of ‘chunks’ and this knowledge gives the expert the ability to focus quickly on “good moves with only moderate look-ahead search” (Gobet and Simon 1998). The effects of chunking in chess are widely reported in the literature, however papers reporting the nature of chunks are largely based on inference from psychological experimentation. This thesis reports original work resulting from extensive data mining of a large number of chessboard configurations to explore the nature of chunks within the game of chess and the associated moves played by expert chess players. The research was informed by work in the psychology of chess and explored with software engineering techniques, employing large datasets consisting of transcripts from expert players games. The thesis reports results from an analysis of chunks throughout the game of chess, explores the properties of meaningful chunks and reports effects of the application of chunk knowledge to move searching.
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Fransson, Henric. "AgentChess : An Agent Chess Approach." Thesis, Blekinge Tekniska Högskola, Institutionen för programvaruteknik och datavetenskap, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5508.

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The game of chess has many times been discussed and used for test purpose by science departments of Artificial Intelligence (AI). Although the technique of agent and as well multi-agent systems is quite old, the use of these offspring of AI within chess is limited. This report describes the project performed applying the use of agents to a chess program. To measure the performance of the logic has tests between the developed program main parts been performed. Further tests against a traditional chess program as well to position test suites have been done. The results and the impact of the different logic parts is presented and discussed. The aim of the project is to take the use of agents in chess a step forward.
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Goulet, Jean 1939. "Data structures for chess programs." Thesis, McGill University, 1986. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=65427.

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ERICSON, JOAKIM, and ADAM WESTERMARK. "CheckMate : Remote Arduino powered chess." Thesis, KTH, Skolan för industriell teknik och management (ITM), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-279824.

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Board games are on the rise and chess is no exception. However, in an increasingly digitalized world these board games lack something in comparison to digitalized games, being able to play with anyone anywhere. This project aimed to combine these two worlds by being a physical game of chess where one could play against an opponent from far away. CheckMate is a robot consisting of an acrylic frame and various electronic components, such as an electromagnet, two stepper motors, a Hall eect sensor and a WiFi module. The electromagnet and Hall eect sensor were able to move using a belt and pulley system. This allowed magnetic pieces to be identified and dragged across the board. The board then communicated the location of all the pieces on the board, using Wifi, to an website that also kept track on whose turn it was. The result of this project was a robot that was able to perform all the moves necessary on the chessboard as well as communicating to the website. When moving a piece from one location to another the piece repelled other pieces on its way. However, this was deemed to be acceptable since the pieces were not moved too large of a distance for the electromagnet to attract them when moved into its square. One move that the robot was not able to perform was castling. The results can therefore bee seen as a starting point toward further developments.
Brädspels popularitet stiger och schack är inget undantag. Dock saknar brädspel de digitala spelens möjlighet att spela med vem som helst varsomhelst. Detta projekt ville bygga över klyftorna mellan dessa två världar genom att vara ett fysiskt schackspel med de digitala spelens möjligheter. CheckMate är en robot byggd av akrylplast och diverse elektroniska komponenter sådan som en elektromagnet, två stegmotorer, en halleektsensor och en WiFi-modul. Elektromagneten och halleektsensorn förflyttades via ett system av kuggremmar drivet av stegmotorerna. Elektromagneten användes för att flytta pjäserna på brädet medan halleektsensorn användes vid kartläggning av pjäsernas position på brädet. Brädet kommunicerade, via trådlöst nätverk, till en hemsida som användes för att spara och överföra pjäsernas positioner. Projektet resulterade i en robot som kunde göra alla motsvarande drag hämtat från hemsidan. Dock så repellerade en flyttande pjäs på de stationära pjäserna när den passerade. Detta ansågs dock vara acceptabelt då elektromagneten kunde föra tillbaka pjäserna när den befann sig i dess ruta. Något som projektet ej lyckades utföra var draget rockad. Resultatet av detta projekt kan ses som en startpunkt i en vidareutveckling eller en färdig produkt vid obesvärad spelning.
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Binkhorst, Caitlin E. "A Game of Love and Chess: A Study of Chess Players on Gothic Ivory Mirror Cases." Kent State University Honors College / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=ksuhonors1367695601.

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Mataruga, Dani. "Robustness of NLUIs : A Chess Implementation." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-186511.

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Natural language is a powerful tool of communication between humans. But can it be expanded to entail communication between human and computer? Or is it too complex and ambiguous for computers to understand the meaning behind the words? This paper will explore the possibility of a computer game interface that can perfectly understand the meaning behind the input given in natural language. This is done through an implementation of such a interface on a chess game. The result gathered show that it is not too far fetched to expect future user interfaces to handle natural language with perfect accuracy in certain contexts.
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Schreiber, Jonah, and Philip Bramstång. "Evolutionary Tuning of Chess Playing Software." Thesis, KTH, Fysik, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-126387.

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In the ambition to create intelligent computer players, the game of chess is probably the most well-studied game. Much work has already been done on producing good methods to search a chess game tree and to statically evaluate chess positions. However, there is little consensus on how to tune the parameters of a chess program’s search and evaluation functions. What set of parameters makes the program play its strongest? This paper attempts to answer this question by observing the results of tuning a custom chess-playing implementation, called Agent, using genetic algorithms and evolutionary programming. We show not only how such algorithms improve the program’s playing strength overall, but we also compare the improved program’s strength to other versions of Agent.
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Books on the topic "Chess"

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Rebecca, Treays, Young N, and Winter Ian, eds. Chess. London: Usborne, 1995.

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Hartston, William Roland. Chess. Chicago, Ill: McGraw-Hill, 2004.

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Hartston, William Roland. Chess. 2nd ed. Lincolnwood, Ill: NTC Pub. Group, 1996.

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Andersson, Benny. Chess. New York: S. French, 1991.

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Andersson, Benny. Chess. New York: Samuel French, 1991.

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Filtness, Charles. Chess. London: Blandford, 1994.

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Hartston, William Roland. Chess. Lincolnwood (Chicago), Ill: NTC Pub. Group, 1992.

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Euwe, Max. Chess master vs. chess amateur. New York: Dover, 1994.

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Chess Chess Chess Chess. Independently Published, 2018.

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Chess: Reform Chess. Riverside S.A.C., 2003.

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Book chapters on the topic "Chess"

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Turing, Alan M. "Chess." In Computer Chess Compendium, 14–17. New York, NY: Springer New York, 1988. http://dx.doi.org/10.1007/978-1-4757-1968-0_2.

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Stauffer, Scott T., Raymond E. Dessy, and John W. Roach. "CHESS." In ACS Symposium Series, 34–48. Washington, DC: American Chemical Society, 1989. http://dx.doi.org/10.1021/bk-1989-0408.ch004.

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Szymski, Dominik, and Robin Seiffert. "Chess." In Injury and Health Risk Management in Sports, 745–47. Berlin, Heidelberg: Springer Berlin Heidelberg, 2020. http://dx.doi.org/10.1007/978-3-662-60752-7_113.

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Kinser, Jason M. "Chess." In Modeling and Simulation in Python, 289–306. New York: Chapman and Hall/CRC, 2022. http://dx.doi.org/10.1201/9781003226581-18.

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Prinz, D. "Robot Chess." In Computer Chess Compendium, 213–19. New York, NY: Springer New York, 1988. http://dx.doi.org/10.1007/978-1-4757-1968-0_21.

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Kopec, Danny. "Chess Computers." In A Computer Science Reader, 241–58. New York, NY: Springer New York, 1988. http://dx.doi.org/10.1007/978-1-4419-8726-6_17.

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Volkmar, Fred R. "Chess, Stella." In Encyclopedia of Autism Spectrum Disorders, 1–2. New York, NY: Springer New York, 2018. http://dx.doi.org/10.1007/978-1-4614-6435-8_1852-3.

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Volkmar, Fred R. "Chess, Stella." In Encyclopedia of Autism Spectrum Disorders, 576–77. New York, NY: Springer New York, 2013. http://dx.doi.org/10.1007/978-1-4419-1698-3_1852.

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Roberts, Paul. "Chess AI." In Artificial Intelligence in Games, 195–226. Boca Raton: CRC Press, 2022. http://dx.doi.org/10.1201/9781003305835-8.

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Samston, M. S. "Chess Game." In Phunny Stuph, 29. New York: Routledge, 2021. http://dx.doi.org/10.4324/9781003237174-21.

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Conference papers on the topic "Chess"

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JACKSON, PETER M. "ECONO-PHYSICS: MODELS & METAPHORS." In First Interdisciplinary Chess Interactions Conference. WORLD SCIENTIFIC, 2010. http://dx.doi.org/10.1142/9789814295895_0004.

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HAVEN, E. "METAPHORS AND INTERDISCIPLINARY RESEARCH." In First Interdisciplinary Chess Interactions Conference. WORLD SCIENTIFIC, 2010. http://dx.doi.org/10.1142/9789814295895_0005.

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PORTER, TOM G. "THE IMPOSSIBILITY OF A THEORY OF EVERYTHING." In First Interdisciplinary Chess Interactions Conference. WORLD SCIENTIFIC, 2010. http://dx.doi.org/10.1142/9789814295895_0006.

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CSAPÓ, GYULA. "TOWARDS THE ESTABLISHMENT OF CRITERIA FOR DISCUSSING MUSIC IN TERMS OF SYMMETRY AND ASYMMETRY (AN OUTLINE)." In First Interdisciplinary Chess Interactions Conference. WORLD SCIENTIFIC, 2010. http://dx.doi.org/10.1142/9789814295895_0010.

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GOYAL, P. "WHAT IS QUANTUM THEORY TELLING US ABOUT HOW NATURE WORKS?" In First Interdisciplinary Chess Interactions Conference. WORLD SCIENTIFIC, 2010. http://dx.doi.org/10.1142/9789814295895_0011.

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KHRENNIKOV, ANDREI. "BELL'S INEQUALITY: REVOLUTION IN QUANTUM PHYSICS OR JUST AN INADEQUATE MATHEMATICAL MODEL?" In First Interdisciplinary Chess Interactions Conference. WORLD SCIENTIFIC, 2010. http://dx.doi.org/10.1142/9789814295895_0012.

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RANGACHARYULU, CHARY. "STRUCTURES AND SYMMETRIES IN PHYSICS." In First Interdisciplinary Chess Interactions Conference. WORLD SCIENTIFIC, 2010. http://dx.doi.org/10.1142/9789814295895_0013.

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JUURLINK, BERNHARD H. J. "FUMBLING TOWARDS ECSTASY: A JOURNEY TO UNDERSTAND A SMALL CORNER OF THE UNIVERSE." In First Interdisciplinary Chess Interactions Conference. WORLD SCIENTIFIC, 2010. http://dx.doi.org/10.1142/9789814295895_0003.

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STANLEY, H. E., S. V. BULDYREV, G. FRANZESE, S. HAVLIN, F. MALLAMACE, M. G. MAZZA, P. KUMAR, et al. "SWITCHING PHENOMENA." In First Interdisciplinary Chess Interactions Conference. WORLD SCIENTIFIC, 2010. http://dx.doi.org/10.1142/9789814295895_0001.

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TSALLIS, CONSTANTINO, and ALEXANDRA C. TSALLIS. "ENTROPY, A UNIFYING CONCEPT: FROM PHYSICS TO COGNITIVE PSYCHOLOGY." In First Interdisciplinary Chess Interactions Conference. WORLD SCIENTIFIC, 2010. http://dx.doi.org/10.1142/9789814295895_0002.

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Reports on the topic "Chess"

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Smith, Rhett. Chess Master Project. Office of Scientific and Technical Information (OSTI), March 2021. http://dx.doi.org/10.2172/1773696.

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Boone, Cristina, and Gabriele Sala. CHESS Technical Report. Office of Scientific and Technical Information (OSTI), August 2023. http://dx.doi.org/10.2172/1999032.

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Simon, Herbert A., and Jonathan Schaeffer. The Game of Chess. Fort Belvoir, VA: Defense Technical Information Center, December 1990. http://dx.doi.org/10.21236/ada225613.

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Edström, Jerker. Chess for Countering Backlash. Institute of Development Studies, March 2024. http://dx.doi.org/10.19088/backlash.2024.002.

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This Chess – Shatranj or Chaturanga - workshop exercise can be played in various ways. You can play this as an exercise – or a series of exercises – in a workshop setting. You can also do it at home or at your desk, to aid thinking and research. To play, name your ‘players’/’pieces’, and discuss and explore how they contest to reshape the spaces/sites of ‘the body’, ‘the family’ and ‘the nation’. Then, identify what kinds of language, narratives and tactics these different types of anti-feminist actors use about bodies, families and nations - and put it into the squares.
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Mills, Diane. Correlated Hopping Enhanced Spread Spectrum (CHESS) Study. Fort Belvoir, VA: Defense Technical Information Center, August 2001. http://dx.doi.org/10.21236/ada388772.

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Levitt, Steven, John List, and Sally Sadoff. Checkmate: Exploring Backward Induction Among Chess Players. Cambridge, MA: National Bureau of Economic Research, December 2009. http://dx.doi.org/10.3386/w15610.

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Lawton, James, Nathaniel Gemelli, Robert Wright, and Andrew Boes. Asynchronous Chess: A Real-Time, Adversarial Research Environment. Fort Belvoir, VA: Defense Technical Information Center, March 2006. http://dx.doi.org/10.21236/ada449287.

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Parrish, Randy O. Joint Force Commander 2010: Chess Master, Coach or Cheerleader? Fort Belvoir, VA: Defense Technical Information Center, June 1997. http://dx.doi.org/10.21236/ada328088.

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Smerdon, D., C. B. Meyer, D. Reizniece-Ozola, M. Rodrigo-Yanguas, and A. Sorokina. Report: 2023 FIDE Gender Equality in Chess Index (GECI). Lausanne, Switzerland; Brisbane, QLD, Australia: FIDE; The University of Queensland, January 2023. http://dx.doi.org/10.14264/9bb291f.

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Meli, Francesca, and Lorenzo Rocco. Reproduction of 'Cognitive Performance in Remote Work: Evidence from Professional Chess'. Social Science Reproduction Platform, July 2023. http://dx.doi.org/10.48152/ssrp-thwy-vs44.

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