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Journal articles on the topic 'Chess in art'

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1

Humble, P. N. "CHESS AS AN ART FORM." British Journal of Aesthetics 33, no. 1 (1993): 59–66. http://dx.doi.org/10.1093/bjaesthetics/33.1.59.

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2

van Reek, J., J. W. H. M. Uiterwijk, and H. J. van den Herik. "THE INNOVATED ART OF CHESS ANALYSIS." ICGA Journal 23, no. 4 (2000): 230–32. http://dx.doi.org/10.3233/icg-2000-23404.

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3

Prayitna Dewi, Ida Ayu Gede, Komang Dedi Diana, and Luh Putu Wiwin Astari. "Aktualisasi Catur Wi Berlandaskan Nilai Agama Hindu Pada Joged Bungbung di Kabupaten Gianyar." Jurnal Penelitian Agama Hindu 9, no. 2 (2025): 141–53. https://doi.org/10.37329/jpah.v9i2.4047.

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Globalization seems to have had a significant influence on Joged Bungbung, where art that initially displayed an aesthetic side is now turning towards an erotic side. Like Balinese dances in general, every dance generally has a standard called catur wi or four dance element guidelines, namely wirama, wiraga, wirupa and wirasa. This wi chess certainly contains Hindu religious values. Based on Hindu religious values, the art of Joged Bungbung should remain in the aesthetic corridor. The basic problem is that there has been no in-depth study regarding the elements of catur wi which contain Hindu
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4

Myers, David. "What chess games and chess problems tell us about digital games and art." Digital Creativity 23, no. 3-4 (2012): 260–71. http://dx.doi.org/10.1080/14626268.2012.719197.

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5

Cseres, Jozef. "Marcel Duchamp's and John Cage's chess intermedia." Musicologica Brunensia, no. 1 (2023): 19–28. http://dx.doi.org/10.5817/mb2023-1-2.

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Chess played an important role in the life and art of both Marcel Duchamp and John Cage, it became a "becoming-chess" in the generative sense of an immanent transformation onto the being of a qualitatively new kind or with qualitatively new functions, in the sense of how Gilles Deleuze and Félix Guattari understood their concept of "becoming". The following paper reveals the chess realizations, appropriations and inspirations of two influential artists in the context of their large and intense work as well as in the broader interdisciplinary context of the art, philosophy, and aesthetics they
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6

Vidal Ortega, Carlos Federico. "Lezama Lima and Chess." LETRAS, no. 75 (December 7, 2023): 65–80. http://dx.doi.org/10.15359/rl.2-75.3.

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 In the early 20th Century, Alfonso Reyes’ and Pedro Henríquez Ureña’s intellectual contributions were pivotal to the cultural appropriation of the Baroque in Latin America. However, Lezama Lima also develops his concept of the Baroque in dialogue with European Art historians. Thus, the article examines chess in the poem “Un puente, un gran Puente” [A bridge, a great bridge] (1941) as an allegory of World War II. The theoretical framework includes Neo-Baroque procedures explained by Severo Sarduy.
 
 
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7

Balbekova, Irina Mikhailovna. "The phenomenon of the chess game in the art of the XX century." Философия и культура, no. 5 (May 2022): 1–11. http://dx.doi.org/10.7256/2454-0757.2022.5.37881.

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This article examines the history of the creation of game theory as a phenomenon of culture and art. Contribution of theorists and artists of the twentieth century in the formation of game theory, its place in modern art criticism and philosophy. The significance and influence of the personality of Marcel Duchamp, surrealist artists in creating a modern understanding of the game in art and in life. The subject of the research in this article is such concepts as the game and its place in art criticism in general, and the role and significance of the chess game in particular, using the example o
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8

Wang, Yizheng. "The Application Status and Development Trend of Cloud Computing Technology in Chess." Frontiers in Science and Engineering 3, no. 12 (2023): 64–69. http://dx.doi.org/10.54691/h9mbp134.

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With the rapid advancement of computer technology, renowned chess engines have timely updated and iterated, incorporating state-of-the-art technologies such as cloud computing, machine learning, deep learning, and neural networks. These technologies assist players in studying historical matches and improving their playing abilities and skills. This article focuses on the current status of integrating cloud computing technology with chess. It analyzes the developmental background and performance characteristics of different chess engines, explores the guiding principles and underlying logic of
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9

Olechnicki, Krzysztof. "The sociological paradox of chess: the transclass distinction of the game of kings." Acta Universitatis Lodziensis. Folia Sociologica, no. 75 (December 30, 2020): 49–64. http://dx.doi.org/10.18778/0208-600x.75.04.

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The article deals with the sociological paradox of chess. On the one hand, this game gives people who belong to its social world a kind of desirable distinction, but on the other hand this distinction is not connected with the class position. In Pierre Bourdieu’s terms, if we treat chess as part of the sports field, then class distinction should be interconnected with it. Why is chess extremely popular and widespread, and therefore egalitarian, although it seems to be an excellent instrument for increasing class advantage? What makes so many people play chess, and how does chess confer the tra
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10

Hyatt, Robert. "The history of Blitz/Cray-Blitz/Crafty." ICGA Journal 42, no. 2-3 (2020): 120–31. http://dx.doi.org/10.3233/icg-200167.

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This article is a series of anecdotes about the development of several programs that advanced the state of the art in computer chess. The best known is Cray Blitz, which won the 1983 and 1986 World Computer Chess Championships. However, in terms of overall impact, perhaps Crafty is the most important. As a high-performing open-source program, it has been used by countless number of researchers and hobbyists to develop computer chess programs for competitions, research, and for fun.
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11

Jon Edwards. "“THE ART OF CHEESS: THE CHESS COLLECTION OF E. B. COOK, CLASS OF 1850”." Princeton University Library Chronicle 59, no. 2 (1998): 258. http://dx.doi.org/10.25290/prinunivlibrchro.59.2.0258.

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12

Voytishek, E. E., and Song Yao. "Traditional Games as a Tool of Buddhist Diplomacy in East Asia." Vestnik NSU. Series: History and Philology 24, no. 4 (2025): 9–20. https://doi.org/10.25205/1818-7919-2025-24-4-9-20.

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In the worldwide religious Buddhist tradition, regardless of its directions and schools, it has long been customary to exchange gifts as a sign of respect and good intentions. Important symbolic gifts exchanged, when establishing relations between Buddhist communities or organizations, both at the official level and at the level of personal contacts, are often objects of art, religious attributes – bowls, lamps, incense and censers, sweets, tea and vegetarian dishes, mandalas and Buddhist figurines. In this context, traditional checkers and chess games are considered as unique types of diploma
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13

Moisiienko, Anatolii. "ARTISTIC SYNTHESIS IN CHESS SONNET." Слово і Час, no. 4 (August 3, 2021): 76–96. http://dx.doi.org/10.33608/0236-1477.2021.04.76-96.

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The article focuses on one of the visual types of syncretic poetry — chess poems. Years ago Anatolii Moisiіenko initiated the chess poetry genre in Ukrainian literature; in a number of critical papers, he presented the specifics of construction and functioning of such artistic structures, which are basically characterized by the symbiosis of proper poetry and chess composition. In this article, the author uses Viktor Kapusta’s books of poems “The Checkered Continent” and “Unguaranteed Migrations” to analyze the chess sonnets of the poet who added a new page to the history of Ukrainian visual l
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14

SUKHORUKOV, Andrey S., and Elvira E. UMANSKAYA. "CHESS IN RUSSIAN SCHOOL EDUCATION: CHASING THE ELUSIVE «UNIVERSAL EDUCATION»." Lifelong Education: the XXI century 48, no. 4 (2024): 113–25. https://doi.org/10.15393/j5.art.2024.9989.

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15

Levy, David. "THE STATE OF THE ART IN MAN VS. "MACHINE" CHESS." ICGA Journal 26, no. 1 (2003): 3–8. http://dx.doi.org/10.3233/icg-2003-26103.

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16

Banham, Gary. "Duchamp's “mechanistic sculptures”: Art, nudes and the game of chess." Angelaki 4, no. 3 (1999): 181–90. http://dx.doi.org/10.1080/09697259908572068.

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17

Wölflein, Georg, and Ognjen Arandjelović. "Determining Chess Game State from an Image." Journal of Imaging 7, no. 6 (2021): 94. http://dx.doi.org/10.3390/jimaging7060094.

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Identifying the configuration of chess pieces from an image of a chessboard is a problem in computer vision that has not yet been solved accurately. However, it is important for helping amateur chess players improve their games by facilitating automatic computer analysis without the overhead of manually entering the pieces. Current approaches are limited by the lack of large datasets and are not designed to adapt to unseen chess sets. This paper puts forth a new dataset synthesised from a 3D model that is an order of magnitude larger than existing ones. Trained on this dataset, a novel end-to-
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18

Fischer, Anna A. "Social, political and sports aspects in Russian cartoons of the 1920s‑1970s, dedicated to the theme of chess." Scientific and analytical journal Burganov House. The space of culture 20, no. 5 (2024): 40–61. http://dx.doi.org/10.36340/2071-6818-2024-20-5-40-61.

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The author of the article turns to the study of domestic cartoons of the 1920–1970s, dedicated to the topic of chess. When analyzing the diverse artistic interpretations of chess in the genre of caricature, social, political and sporting aspects are highlighted first of all. The ability of the art of Soviet caricature to form bright and capacious artistic images that play up trivial situations of society and behavioral patterns of individuals is repeatedly demonstrated. The author also pays special attention to caricature portraits and caricature illustrations, good-natured jokes and biting sa
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19

PARKER, LUKE. "The Gambit: Chess and the Art of Competition in The Luzhin Defense." Russian Review 76, no. 3 (2017): 438–57. http://dx.doi.org/10.1111/russ.12138.

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20

Montero, Barbara, and C. D. A. Evans. "Intuitions without concepts lose the game: mindedness in the art of chess." Phenomenology and the Cognitive Sciences 10, no. 2 (2011): 175–94. http://dx.doi.org/10.1007/s11097-010-9192-9.

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21

Omelaenko, Nataliya V., and Alyona V. Pashina. "Concept “game” in the work of art of Stefan Zweig “Chess Novella”." Humanities and Social Sciences 79, no. 2 (2020): 206–14. http://dx.doi.org/10.18522/2070-1403-2020-79-2-206-214.

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22

Batarina, A. E. "The Reception of Chess in the Soviet Films of the 1970s–1980s." Art & Culture Studies, no. 2 (June 2022): 340–65. http://dx.doi.org/10.51678/2226-0072-2022-2-340-365.

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In this article, the author analyzes the image of chess in the Soviet films of the 1970s–1980s. The relevance of the topic is associated with the renewed interest in chess and its history in modern films and television series. The author focuses on the Soviet back story of films about chess players, which until recently remained on the periphery of research. The subject of the article is the reception of chess in three Soviet films of the selected period: Grandmaster, White Snow of Russia, and Capablanca. The choice of the films under analysis was motivated by their thematic unity, which consi
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23

Alpert, Hannah, and Érika Roldán. "Art Gallery Problem with Rook and Queen Vision." Graphs and Combinatorics 37, no. 2 (2021): 621–42. http://dx.doi.org/10.1007/s00373-020-02272-8.

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AbstractHow many chess rooks or queens does it take to guard all squares of a given polyomino, the union of square tiles from a square grid? This question is a version of the art gallery problem in which the guards can “see” whichever squares the rook or queen attacks. We show that $$\lfloor {\frac{n}{2}} \rfloor $$ ⌊ n 2 ⌋ rooks or $$\lfloor {\frac{n}{3}} \rfloor $$ ⌊ n 3 ⌋ queens are sufficient and sometimes necessary to guard a polyomino with n tiles. We then prove that finding the minimum number of rooks or queens needed to guard a polyomino is NP-hard. These results also apply to d-dimens
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24

Fischer, Anna. "Western European cartoon from the 1920s to the 1970s, dedicated to the theme of chess: political, social and sporting aspects." Scientific and analytical journal Burganov House. The space of culture 20, no. 6 (2024): 37–61. https://doi.org/10.36340/2071-6818-2024-20-6-37-61.

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The author analyzes a number of cartoons by European and American artists dedicated to chess themes; two types of caricatures on the themes of the chess game were noted. The one of them relates to the field of political caricature (L. G. Illingworth), the other fully reveals the essence of social phenomena in humorous everyday sketches (Z. Lengren, H. Bidstrup). Both types are played out using metaphors and analogies, respectively related to sports. The article also draws attention to this type of caricature as a series of sequential episodes, similar to a comic strip. Individual drawings by A
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25

Robinson, Emma L., Chris Huntingford, Valyaveetil Shamsudheen Semeena, and James M. Bullock. "CHESS-SCAPE: high-resolution future projections of multiple climate scenarios for the United Kingdom derived from downscaled United Kingdom Climate Projections 2018 regional climate model output." Earth System Science Data 15, no. 12 (2023): 5371–401. http://dx.doi.org/10.5194/essd-15-5371-2023.

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Abstract. In order to effectively model the potential impacts of future climate change, there is a requirement for climate data inputs which (a) are of high spatial and temporal resolution, (b) explore a range of future climate change scenarios, (c) are consistent with historical observations in the historical period, and (d) provide an exploration of climate model uncertainty. This paper presents a suite of climate projections for the United Kingdom that conform to these requirements: CHESS-SCAPE. CHESS-SCAPE is a 1 km resolution dataset containing 11 near-surface meteorological variables tha
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26

Gruzdeva, Irina A., Alisa O. Ovchinnikova, Ekaterina O. Borovaya, and Alexandra A. Barysheva. "DESIGN FEATURES OF ART PRODUCTS MADE BY LASER CUTTING METHOD." Technologies & Quality 63, no. 1 (2024): 58–63. http://dx.doi.org/10.34216/2587-6147-2024-1-63-58-63.

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The study uses a specific example to show the design of a three-dimensional artistic product, the elements of which are obtained using gas laser cutting. The sequence of technological stages of manufacturing such an artistic product is given. The main technological cutting parameters for sheet steel and brass are presented. In order to analyse the influence of the technological properties of the processed material and the thickness of the metal on the technological parameters and processing modes, different materials for laser cutting were chosen: steel and brass. It is shown that the achievem
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27

Abuhamdeh, Sami, and Mihaly Csikszentmihalyi. "The Importance of Challenge for the Enjoyment of Intrinsically Motivated, Goal-Directed Activities." Personality and Social Psychology Bulletin 38, no. 3 (2011): 317–30. http://dx.doi.org/10.1177/0146167211427147.

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Although early interview-based analyses of the enjoyment of intrinsically motivated, goal-directed activities (e.g., chess, rock climbing, art making) suggested the importance of relatively difficult, “optimal” challenges, subsequent findings derived from a wider range of activities have not provided consistent support for this proposition. Two studies were conducted to clarify the relation between challenge and enjoyment. Study 1 focused on a single activity—Internet chess. The importance of challenge was evident at the subjective level (perceived challenge strongly predicted enjoyment) as we
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28

Gaffar, Borjsaz. "Investigation of the Semantic Field of "Chess" in Masnavi Molavi from the Viewpoint of "Associative Collocation"." International Journal of Multicultural and Multireligious Understanding 10, no. 7 (2023): 727. http://dx.doi.org/10.18415/ijmmu.v10i7.5064.

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As we know, concepts, objects and phenomena around the poets' mind and eye can be of interest to him and all of these elements can be a platform for presenting his thoughts and emotions. Meanwhile, one of the semantic fields that is considered by the Persian poets is the presence of diverse variety of intellectual and practical games common in Iran's society at various times; among which, "Polo", "Backgammon", "Chess" and … are the ones that can be pointed out.One of the prominent features of Molavi's art in using the vocabulary, images and concepts of this "semantic field", is the careful obs
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Gaffar, Borjsaz. "Investigation of the Semantic Field of "Chess" in Masnavi Molavi from the Viewpoint of "Associative Collocation"." International Journal of Multicultural and Multireligious Understanding 10, no. 8 (2023): 229. http://dx.doi.org/10.18415/ijmmu.v10i8.5077.

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As we know, concepts, objects and phenomena around the poets' mind and eye can be of interest to him and all of these elements can be a platform for presenting his thoughts and emotions. Meanwhile, one of the semantic fields that is considered by the Persian poets is the presence of diverse variety of intellectual and practical games common in Iran's society at various times; among which, "Polo", "Backgammon", "Chess" and … are the ones that can be pointed out.One of the prominent features of Molavi's art in using the vocabulary, images and concepts of this "semantic field", is the careful obs
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30

Hidayah, Nur, Syamsul Arifin, Devangga Putra Adhitya Pratama, et al. "Community Empowerment Through Optimizing Local Wisdom as a Support for The Value of Economic Life." TGO Journal of Community Development 1, no. 2 (2023): 30–38. http://dx.doi.org/10.56070/jcd.2023.006.

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Community Service (PKM) is an annual program carried out by each university which is an application of the Higher Education Chess Dharma. While the Real Work Lecture (KKN) is an annual program carried out by each university which is an application of the Higher Education Chess Dharma. With the implementation of PKM and KKN, it provides extraordinary benefits for students and the community because the results obtained from the implementation of PKM and KKN are enormous, such as an experience gained by students in the form of how to live with the community properly and much more. The implementat
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31

Roschenko, Olena, and Ke Chen. "«Othello» G. Verdi – A. Boito as a game of chess." Aspects of Historical Musicology 29, no. 29 (2022): 68–90. http://dx.doi.org/10.34064/khnum2-29.04.

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In the opera Otello by G. Verdi – A. Boito, which contains many actual and virtual readings, the original musicological interpretation reveals the signs of a chess game. The metaphor of the chess game is based on a two-level analysis: the study of opera characters on the basis of establishing their functional correspondence to the chess game pieces and the identification of metaphorically represented chess situations in opera drama. The proposed analysis of Othello has made it possible to carry out an original musicological interpretation of the opera as a game of chess, which allows us to und
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32

Subani, Norazlina, Umi Huda Mohd Abdullah, Nur Yasmin Mohd Najib, and Faezah Baridah Zulfikri. "Ethnomathematics on Pandan Mat Weaving Art at Kolej PERMATA Insan." Applied Mathematics and Computational Intelligence (AMCI) 13, no. 3 (2024): 87–94. http://dx.doi.org/10.58915/amci.v13i3.305.

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Kelarai is defined as a damdam-shaped pattern mat that comes from the word “dam” which is known in Malay as a chess board that refers to a rectangular pattern. Designing the kelarai pattern is not as easy and requires mathematical skills to ensure a consistent design. In Mathematics, rotation, reflection, translation, and enlargement are types of transformation concept to make some changes on any given geometric shape. Besides, tessellation is generalized to higher dimensions and various geometries that is covering a surface using geometric shapes with no overlaps and no gaps. In this research
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33

Beresnev, Ilya. "The Evolution of Pugilism: Current Issues in the Development of Modern Martial Arts." Chelovek 34, no. 2 (2023): 127. http://dx.doi.org/10.31857/s023620070025540-1.

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Pugilism, associated with emergency defense or attack, reveals the physical capabilities of an unarmed person. Such a fight is dictated by natural necessity, and the actions of the fighters depend on the qualities developed spontaneously throughout their lives. Modern boxing is the result of an evolution that required «cultural inventions»: a set of rules that took into account humanistic attitudes; gaming; special equipment. Interaction with art in the 20th century was the source of the emergence of a postmodern hybrid sport — chessboxing, which combines rounds of chess and boxing. In the 21s
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34

Perolat, Julien, Bart De Vylder, Daniel Hennes, et al. "Mastering the game of Stratego with model-free multiagent reinforcement learning." Science 378, no. 6623 (2022): 990–96. http://dx.doi.org/10.1126/science.add4679.

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We introduce DeepNash, an autonomous agent that plays the imperfect information game Stratego at a human expert level. Stratego is one of the few iconic board games that artificial intelligence (AI) has not yet mastered. It is a game characterized by a twin challenge: It requires long-term strategic thinking as in chess, but it also requires dealing with imperfect information as in poker. The technique underpinning DeepNash uses a game-theoretic, model-free deep reinforcement learning method, without search, that learns to master Stratego through self-play from scratch. DeepNash beat existing
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35

Zhukov, V. L., and A. B. Kirillova. "ANTHROPOGENESIS OF IMAGES OF DESIGN OBJECTS FOR ACCESSORIES OF CHESS ART RELEVANT TO THE WORK OF H. F. LOVECRAFT." Design. Materials. Technology, no. 4 (2021): 48–60. http://dx.doi.org/10.46418/1990-8997_2021_4(64)_48_60.

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36

Bisberg, Alexander J., and Rogelio E. Cardona-Rivera. "SCOPE: Selective Cross-Validation over Parameters for Elo." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 15, no. 1 (2019): 116–22. http://dx.doi.org/10.1609/aiide.v15i1.5233.

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It is crucial to develop reusable methods for explaining and evaluating esports given their popularity and diversity. Quantifying skill in an esport has the potential to improve win prediction, matchmaking, and storytelling for these games. Arpad Elo’s skill modeling system for chess has been adapted to many games and sports. In each instance, the modeler is challenged with tuning parameters to optimize for some metric, usually accuracy. Often these approaches are one-off and lack consistency. We propose SCOPE, a framework that uses grid search cross-validation to select optimal parameters for
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37

Rowe, M. W. "The Definition of ‘Game’." Philosophy 67, no. 262 (1992): 467–79. http://dx.doi.org/10.1017/s0031819100040663.

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Besides its intrinsic interest, the definition of ‘game’ is important for three reasons. Firstly, in Wittgenstein's Philosophical Investigations ‘game’ is the paradigm family resemblance concept. If he is wrong in thinking that ‘game’ cannot be defined, then the persuasive force of his argument against definition generally will be considerably weakened. This, in its turn, will have important consequences for our understanding of concepts and philosophical method. Secondly, Wittgenstein's later writings are full of analogies drawn from games—chess alone is mentioned scores of times—and a proper
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38

Banerjee, Amitav. "COVID-19 endgame: Do we go for a win or a draw? Lessons from chess and the art of war." Medical Journal of Dr. D.Y. Patil Vidyapeeth 14, no. 3 (2021): 247. http://dx.doi.org/10.4103/mjdrdypu.mjdrdypu_170_21.

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39

Iqbal, Saood, Abdul Shahid, Muhammad Roman, Zahid Khan, Shaha Al-Otaibi, and Lisu Yu. "TKFIM: Top-K frequent itemset mining technique based on equivalence classes." PeerJ Computer Science 7 (March 8, 2021): e385. http://dx.doi.org/10.7717/peerj-cs.385.

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Frequently used items mining is a significant subject of data mining studies. In the last ten years, due to innovative development, the quantity of data has grown exponentially. For frequent Itemset (FIs) mining applications, it imposes new challenges. Misconceived information may be found in recent algorithms, including both threshold and size based algorithms. Threshold value plays a central role in generating frequent itemsets from the given dataset. Selecting a support threshold value is very complicated for those unaware of the dataset’s characteristics. The performance of algorithms for
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40

Szebenyi, Doletha, Richard Cerione, Michael Cook, et al. "MacCHESS: Structural Biology at Cornell's High-Energy Synchrotron Source." Acta Crystallographica Section A Foundations and Advances 70, a1 (2014): C787. http://dx.doi.org/10.1107/s2053273314092122.

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"MacCHESS (""Macromolecular diffraction at CHESS"") is an NIH funded facility at the Cornell High Energy Synchrotron Source; we provide a user facility with an exceptional level of support, as well as pursuing research to benefit the entire structural biology community. CRYSTALLOGRAPHY: High-flux monochromatic beamlines outfitted with state-of-the-art equipment are available. BSL-2 biohazards can be handled. Research activities include on-line confocal microscopy, working with multiple small crystals, use of graphene to reduce background, etc. BIOSAXS: A dedicated beamline features: a dual SAX
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Sun, Yuxiang, Bo Yuan, Tao Zhang, Bojian Tang, Wanwen Zheng, and Xianzhong Zhou. "Research and Implementation of Intelligent Decision Based on a Priori Knowledge and DQN Algorithms in Wargame Environment." Electronics 9, no. 10 (2020): 1668. http://dx.doi.org/10.3390/electronics9101668.

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The reinforcement learning problem of complex action control in a multi-player wargame has been a hot research topic in recent years. In this paper, a game system based on turn-based confrontation is designed and implemented with state-of-the-art deep reinforcement learning models. Specifically, we first design a Q-learning algorithm to achieve intelligent decision-making, which is based on the DQN (Deep Q Network) to model complex game behaviors. Then, an a priori knowledge-based algorithm PK-DQN (Prior Knowledge-Deep Q Network) is introduced to improve the DQN algorithm, which accelerates th
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42

Gopika, S. S. "Artificial Intelligence in Accounting And Finance." Recent trends in Management and Commerce 5, no. 2 (2024): 59–62. http://dx.doi.org/10.46632/rmc/5/2/12.

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The intelligence of computers or software, as opposed to the intellect of living things, mainly people, is known as artificial intelligence (AI). It is a branch of computer science that focuses on creating and researching intelligent machines. These devices could be referred to as AIs. Artificial Intelligence is widely applied in government, industry, and academia. Advanced web search engines like Google Search, recommendation systems used by YouTube, Amazon, and Netflix, human speech-based interaction like Google Assistant, Siri, and Alexa, self-driving cars like Waymo, generative and creativ
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Cui, Guo Wen, and Xin Qiang Li. "Simulation Analysis of Mind Sports Games Based on Artificial Intelligence." Advanced Materials Research 989-994 (July 2014): 2065–69. http://dx.doi.org/10.4028/www.scientific.net/amr.989-994.2065.

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Mind sports games is rose in recent years, which is the comprehensive sports event taking the chess sports as the main part, and it is a perfect combination of human intelligence and sports art. Due to a simple history of mind sports games, there exists some problems that are the imbalance of development, lack of funds, and event organization difficulty, which has restricted the rapid development of mind sports games. Aiming at the problems of mind sports games encountering in the development, the paper first proposes the coupling development mechanism for the organization of mind sports games
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Egri-Nagy, Attila, and Antti Törmänen. "The Game Is Not over Yet—Go in the Post-AlphaGo Era." Philosophies 5, no. 4 (2020): 37. http://dx.doi.org/10.3390/philosophies5040037.

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The game of Go was the last great challenge for artificial intelligence in abstract board games. AlphaGo was the first system to reach supremacy, and subsequent implementations further improved the state of the art. As in chess, the fall of the human world champion did not lead to the end of the game. Now, we have renewed interest in the game due to new questions that emerged in this development. How far are we from perfect play? Can humans catch up? How compressible is Go knowledge? What is the computational complexity of a perfect player? How much energy is really needed to play the game opt
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Souchleris, Konstantinos, George K. Sidiropoulos, and George A. Papakostas. "Reinforcement Learning in Game Industry—Review, Prospects and Challenges." Applied Sciences 13, no. 4 (2023): 2443. http://dx.doi.org/10.3390/app13042443.

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This article focuses on the recent advances in the field of reinforcement learning (RL) as well as the present state–of–the–art applications in games. First, we give a general panorama of RL while at the same time we underline the way that it has progressed to the current degree of application. Moreover, we conduct a keyword analysis of the literature on deep learning (DL) and reinforcement learning in order to analyze to what extent the scientific study is based on games such as ATARI, Chess, and Go. Finally, we explored a range of public data to create a unified framework and trends for the
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Beresnev, I. M. "SYNTHESIS OF BODY AND MIND AS ANTITHESIS TO ARTIFICIAL INTELLIGENCE." Bulletin of Udmurt University. Series Philosophy. Psychology. Pedagogy 32, no. 2 (2022): 119–27. http://dx.doi.org/10.35634/2412-9550-2022-32-2-119-127.

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The fears associated with the creation of artificial intelligence and the prospects for its use are reflected in the search for new forms of human identity. Hypodynamia, due to the development of technology, and a significant involvement of a person in the processes of the virtual world, bring to life hybrid sports - chessboxing - a combination of boxing and chess, bodily and intellectual practice, personifying different ways of thinking: creative, practical and logical. To identify the properties inherent and inseparable from a person, a comparative analysis of such phenomena as sports, games
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Aditya, Jordy Lambang, and Lutvi Arif Wibowo. "Perancangan Mesin Bubut Kayu Mini." Jurnal Permadi: Perancangan, Manufaktur, Material dan Energi 3, no. 2 (2021): 114–28. http://dx.doi.org/10.52005/permadi.v3i2.53.

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A mini wood lathe is a fairly simple machine, and one of the tools to shape various kinds of wood into a work of art is like making a chess piece. The most important parts are the electric motor, fixed head, loose head, retainers and propulsion unit, but until now there are still many wood industry entrepreneurs who still use makeshift tools so that the results are not optimal. Realizing these conditions, an effort is needed to create a mini wood lathe that is good and can be used to improve their production process. From the planning calculations carried out, and obtained a dimension of this
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Finnsson, Hilmar, and Yngvi Björnsson. "Learning Simulation Control in General Game-Playing Agents." Proceedings of the AAAI Conference on Artificial Intelligence 24, no. 1 (2010): 954–59. http://dx.doi.org/10.1609/aaai.v24i1.7651.

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The aim of General Game Playing (GGP) is to create intelligent agents that can automatically learn how to play many different games at an expert level without any human intervention. One of the main challenges such agents face is to automatically learn knowledge-based heuristics in real-time, whether for evaluating game positions or for search guidance. In recent years, GGP agents that use Monte-Carlo simulations to reason about their actions have become increasingly more popular. For competitive play such an approach requires an effective search-control mechanism for guiding the simulation pl
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Zhou, Shaolin, and Xiaoming Ma. "A Study on the Gameplay and Cultural Survival Space of Fangqi a Chinese Folk Chess Art from the Perspective of Intangible Cultural Heritage." Art and Design Review 12, no. 04 (2024): 330–39. http://dx.doi.org/10.4236/adr.2024.124023.

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Wan, Aezwani Wan Abu Bakar, Man Mustafa, Man Mahadi, and Abdullah Zailani. "i-Eclat: performance enhancement of Eclat via incremental approach in frequent itemset mining." TELKOMNIKA Telecommunication, Computing, Electronics and Control 18, no. 1 (2020): 562–70. https://doi.org/10.12928/TELKOMNIKA.v18i1.13497.

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One example of the state-of-the-art vertical rule mining technique is called equivalence class transformation (Eclat) algorithm. Neither horizontal nor vertical data format, both are still suffering from the huge memory consumption. In response to the promising results of mining in a higher volume of data from a vertical format, and taking consideration of dynamic transaction of data in a database, the research proposes a performance enhancement of Eclat algorithm that relies on incremental approach called an Incremental-Eclat (i-Eclat) algorithm. Motivated from the fast intersection in Eclat,
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