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1

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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4

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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De, Brito Lingman Oscar, and Axel Sernelin. "PiChess : Voice Controlled Robotic Chess Player." Thesis, KTH, Mekatronik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-295791.

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The purpose of this bachelor’s thesis was to create a robot that could play chess through voice recognition and robotics. The two areas to be investigated were the robot’s precision and speed. The reason for building a robot arm of the SCARA type was that it can easily pick up and place pieces with reach over the entire chessboard. The robot arm is controlled from a Raspberry Pi 4 and is moved by two Dynamixel AX-12a servomotors. To pick up chess pieces, a continuous 360-degree servomotor was used to lift an electromagnet which was mounted on a gear rack. AUSB microphone was used to collect what move the player indicated. The Stockfish chess engine was used to generate moves for the robot. The parts of the robot that had the greatest impacton precision were the stability of the aluminum profiles, the gear ratio between the gears that transmit torque to the arm, the gear mesh contact ratio and the size of the electromagnet. The time it took to complete a move could be reduced by increasing the speed of the motors whena chess piece was not attached to the electromagnet, andusing a larger gear in the RC servo that raises and lowers the electromagnet.
Syftet med det här kandidatexamensarbetet var att skapa en robot som genom röstigenkänning och robotik kunde spela schack. De två områden som skulle undersöka svar robotens precision och hastighet. Anledningen till att bygga en robotarm av SCARA typ var att den enkelt kanplocka upp och ställa ner pjäser med räckvidd över hela schackbrädet. Robotarmen styrs från en Raspberry Pi 4och drivs av två stycken Dynamixel AX-12a servomotorer. För att plocka upp schackpjäser användes en kontinuerlig 360-graders servomotor som lyfte en elektromagnet monterad på iniumprofilerna, utväxlingenmellan kugghjulen som överför moment till armen, anliggningsytan vid kuggingreppen och storlek av elektromagnet. Tiden det tog att genomföra ett drag gick att minska genomatt öka hastigheten på motorerna då en schackpjäs inte sattfast på elektromagneten, samt använda ett större kugghjulhos RC servot som höjer och sänker elektromagneten.
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Stevens, Paul Raymond. "COMPUTER CHESS: EXPLORING SPEED AND INTELLIGENCE." Thesis, The University of Arizona, 2009. http://hdl.handle.net/10150/192997.

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Pincherle, Matteo. "AI takes chess to the ultimate level." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/16114/.

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This thesis takes inspiration from DeepMind's paper about AlphaZero, published last december. Analysing this breakthrough, machine learning and chess-programs themes were treated and after that, experiments and results were presented. The experiments consisted in training chess models specifically on three finals with different settings and analyse them with a generally-trained one. The different settings concern training modalities (supervised-unsupervised learning) and score points assignment (classical and adapted).
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Stevens, Timothy. "Chess in the Cold War 1945-1975." Thesis, Keele University, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.423427.

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Johansson, Erik. "Chess and Twitch : Cultural Convergence Through Digital Platforms." Thesis, Södertörns högskola, Medie- och kommunikationsvetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-45612.

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This thesis studies online fan communities, using the recent popularity of chess on live streamingplatform Twitch.tv as a case study to examine audience and cultural convergence between high and popular culture in a digital community setting. Bourdieu’s theoretical concepts field and capital are utilised in order to investigate changing structures and norms within this converging chess field. Affordances of the Twitch platform, too, are considered as key role players in the transformation ofchess culture online. Through participant observation in a live stream channel and through content analysis of online forum materials discussing the Twitch-hosted amateur chess "PogChamps"tournament, the study’s findings suggest that the introduction of a new platform like Twitch into a fieldlike the chess field can fundamentally restructure the community. This can occur because of platform affordances that offer new means for community members to accumulate valuable capital by setting new terms for what constitutes valuable capital and what it means to be "in the know" in the field. Additionally, by bringing new audiences to the chess community, Twitch is a key influencer indeveloping what can be seen as a new form of fan community centred around chess that emphasises spectacle and entertainment above game proficiency. These findings, the thesis concludes, can beapplied in similar community contexts in order to further understand the dynamic nature of online communities.
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Wyatt, Jordan. "Contrast and Condensation in Analysis of Chess Games." Thesis, American University, 2017. http://pqdtopen.proquest.com/#viewpdf?dispub=10247673.

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We created 4 sequences of chess moves intended (and verified) as sufficiently good (2 sequences), in play quality, or bad (2 sequences) to induce contrast. In experiment 1, 24 experienced chess-players (USCF Elo > 1300) watched these sequences and rated them with regards to overall quality (−100 to +100) and estimated Elo ratings, a proxy for play quality, of the players involved. In experiment 2, a different group of 24 experienced chess-players rated the sequences of chess games by “How much better did the winner play than the loser?” on a 1 to 7 scale. Results revealed negative contrast (experiment 1) and no evidence of condensation (experiments 1 and 2) as well as the potential that one’s own actual Elo may have anchored the ratings given to one set of stimuli.

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Dazeley, R. "Investigations into Playing Chess Endgames using Reinforcement Learning." Thesis, Honours thesis, University of Tasmania, 2001. https://eprints.utas.edu.au/62/1/Final_Thesis.pdf.

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Research in computer game playing has relied primarily on brute force searching approaches rather than any formal AI method. However, these methods may not be able to exceed human ability, as they need human expert knowledge to perform as well as they do. One recently popularized field of research known as reinforcement learning has shown good prospects in overcoming these limitations when applied to non-deterministic games. This thesis investigated whether the TD(_) algorithm, one method of reinforcement learning, using standard back-propagation neural networks for function generalization, could successfully learn a deterministic game such as chess. The aim is to determine if an agent using no external knowledge can learn to defeat a random player consistently. The results of this thesis suggests that, even though the agents faced a highly information sparse environment, an agent using a well selected view of the state information was still able to learn to not only to differentiate between various terminating board positions but also to improve its play against a random player. This shows that the reinforcement learning techniques are quite capable of learning behaviour in large deterministic environments without needing any external knowledge.
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Zindle, Benjamin. "Rook polynomials for chessboards of two and three dimensions /." Online version of thesis, 2007. http://hdl.handle.net/1850/5968.

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Peiravi, Mehdi. "THE DESIGN AND IMPLEMENTATION OF AN ADAPTIVE CHESS GAME." CSUSB ScholarWorks, 2015. https://scholarworks.lib.csusb.edu/etd/228.

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In recent years, computer games have become a common form of entertainment. Fast advancement in computer technology and internet speed have helped entertainment software developers to create graphical games that keep a variety of players’ interest. The emergence of artificial intelligence systems has evolved computer gaming technology in new and profound ways. Artificial intelligence provides the illusion of intelligence in the behavior of NPCs (Non-Playable-Characters). NPCs are able to use the increased CPU, GPU, RAM, Storage and other bandwidth related capabilities, resulting in very difficult game play for the end user. In many cases, computer abilities must be toned down in order to give the human player a competitive chance in the game. This improves the human player’s perception of fair game play and allows for continued interest in playing. A proper adaptive learning mechanism is required to further this human player’s motivation. During this project, past achievements of adaptive learning on computer chess game play are reviewed and adaptive learning mechanisms in computer chess game play is proposed. Adaptive learning is used to adapt the game’s difficulty level to the players’ skill levels. This adaptation is done using the player’s game history and current performance. The adaptive chess game is implemented through the open source chess game engine Beowulf, which is freely available for download on the internet.
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Vauléon, Florian. "Chess, philosophical systematization, and the legacy of the Enlightenment." Columbus, Ohio : Ohio State University, 2008. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1211904204.

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Boulé, Marc. "An FPGA move generator for the game of chess /." Thesis, McGill University, 2002. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=29530.

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This thesis details the use of a programmable logic device to increase the playing strength of a chess program. The time-consuming task of generating chess moves is relegated to hardware in order to increase the processing speed of the search algorithm. A simpler inter-square connection protocol reduces the number of wires between chess squares, when compared to the DEEP BLUE design. With this interconnection scheme, special chess moves are easily resolved. Furthermore, dynamically programmable arbiters are introduced for optimal move ordering. Arbiter centrality is also shown to improve move ordering, thereby creating smaller search trees. The move generator is designed to allow the integration of crucial move ordering heuristics. With its new hardware move generator, the chess program's playing ability is noticeably improved.
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Madsen, Robert A. "Chinese chess : US China policy and Taiwan, 1969-1979." Thesis, University of Oxford, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.286634.

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Vauléon, Florian. "Chess, philosophical systematization, and the legacy of the Enlightenment." The Ohio State University, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=osu1211904204.

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Ozan, Şükrü Gümüştekin Şevket. "A case study on logging visual activities: Chess game/." [s.l.]: [s.n.], 2005. http://library.iyte.edu.tr/tezler/master/elektronikvehaberlesme/T000413.pdf.

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O'Shea, Regina L. "Queening: Chess and Women in Medieval and Renaissance France." BYU ScholarsArchive, 2010. https://scholarsarchive.byu.edu/etd/2416.

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This work explores the correlation between the game of chess and social conditions for women in both medieval and Renaissance France. Beginning with an introduction to the importance and symbolism of the game in European society and the teaching of the game to European nobility, this study theorizes how chess relates to gender politics in early modern France and how the game's evolution reflects the changing role of women. I propose that modifications to increase the directional and quantitative abilities of the Queen piece made at the close of the fifteenth century reflect changing attitudes towards women of the period, especially women in power. In correlation with this, I also assert that the action of queening, or promotion of a Pawn to a Queen, demonstrates evolving conceptions of women as well. This work seeks to add to the growing body of work devoted to the exploration of connections between chess and political and social circumstances during the periods under consideration. As the question of the interconnectedness between the game and gender relations is in its beginning stages of exploration, this thesis is offered as a further analysis of the gender anxieties and conceptions present in the game's theory and history.
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Vikström, Joel. "Training a Convolutional Neural Network to Evaluate Chess Positions." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-263062.

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Convolutional neural networks are typically applied to image analysis problems. We investigate whether a simple convolutional neural network can be trained to evaluate chess positions by means of predicting Stockfish (an existing chess engine) evaluations. Publicly available data from lichess.org was used, and we obtained a final MSE of 863.48 and MAE of 12.18 on our test dataset (with labels ranging from -255 to +255). To accomplish better results, we conclude that a more capable model architecture must be used.
Konvolutionella neuronnät används ofta för bildanalys. Vi undersöker om ett enkelt sådant nätverk kan tränas att evaluera schackpositioner genom att förutspå värderingar från Stockfish (en existerande schackdator). Vi använde offentligt tillgänglig data från lichess.org, och erhöll en slutgiltig MSE 863.48 och MAE 12.18 på vår testdata (med data i intervallet -255 till +255). För att uppnå bättre resultat drar vi slutsatsen att en mer kapabel modellarkitektur måste användas.
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Milner, Stephen Darren. "The symbiotic use of neural nets in search algorithms." Thesis, University of Nottingham, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.368248.

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Кочубей, О. В. "Розрахунок варіантів шахових ходів за допомогою графів." Thesis, Сумський державний університет, 2013. http://essuir.sumdu.edu.ua/handle/123456789/41037.

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Найважче у шахах – це обмірковування у пошуках найсильнішого ходу при строгому контролі часу. Наші думки у будь-якому міркуванні повинні бути пов’язані між собою, витікати одне із одного, обсновувати одна другу. Без цього критерію неможливо проаналізувати варіанти у науково побудованій шаховій грі.
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Wu, Ren. "Efficient retrograde algorithm and its application to Chinese chess endgames." Thesis, Queen Mary, University of London, 2004. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.405579.

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Slater, James Murray Lapushin Radislav. "Chess as a key to solving Nabokov's Korol', dama, valet." Chapel Hill, N.C. : University of North Carolina at Chapel Hill, 2009. http://dc.lib.unc.edu/u?/etd,2330.

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Thesis (M.A.)--University of North Carolina at Chapel Hill, 2009.
Title from electronic title page (viewed Jun. 26, 2009). "... in partial fulfillment of the requirements for the degree of Master of Arts in the Department of Slavic Languages and Literatures." Discipline: Slavic Languages and Literatures; Department/School: Slavic Languages and Literatures.
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Gould, James, Dewayne Moore, Nancy J. Karlin, Diane B. Gaede, Joseph T. Walker, and Andy R. Dotterweich. "Measuring Serious Leisure in Chess: Model Confirmation and Method Bias." Digital Commons @ East Tennessee State University, 2011. https://dc.etsu.edu/etsu-works/3802.

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The serious leisure inventory and measure (SLIM) was tested with 348 chess players to confirm the factors, assess the effects of method bias, and propose a set of the best-performing items for the 18 factor SLIM. The 54-item SLIM demonstrated acceptable fit and reliability values. The effect of method bias was evidenced in the sample and explained one-third of the variance. Inspection of factor loadings, when controlling for method bias, yielded one best-performing item per factor. Findings indicate method bias continues to be problematic for self-report measures such as the SLIM.
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32

Favini, Gian Piero <1981&gt. "The dark side of the board: advances in chess Kriegspiel." Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2010. http://amsdottorato.unibo.it/2403/1/favini_gianpiero_tesi.pdf.

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While imperfect information games are an excellent model of real-world problems and tasks, they are often difficult for computer programs to play at a high level of proficiency, especially if they involve major uncertainty and a very large state space. Kriegspiel, a variant of chess making it similar to a wargame, is a perfect example: while the game was studied for decades from a game-theoretical viewpoint, it was only very recently that the first practical algorithms for playing it began to appear. This thesis presents, documents and tests a multi-sided effort towards making a strong Kriegspiel player, using heuristic searching, retrograde analysis and Monte Carlo tree search algorithms to achieve increasingly higher levels of play. The resulting program is currently the strongest computer player in the world and plays at an above-average human level.
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33

Favini, Gian Piero <1981&gt. "The dark side of the board: advances in chess Kriegspiel." Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2010. http://amsdottorato.unibo.it/2403/.

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While imperfect information games are an excellent model of real-world problems and tasks, they are often difficult for computer programs to play at a high level of proficiency, especially if they involve major uncertainty and a very large state space. Kriegspiel, a variant of chess making it similar to a wargame, is a perfect example: while the game was studied for decades from a game-theoretical viewpoint, it was only very recently that the first practical algorithms for playing it began to appear. This thesis presents, documents and tests a multi-sided effort towards making a strong Kriegspiel player, using heuristic searching, retrograde analysis and Monte Carlo tree search algorithms to achieve increasingly higher levels of play. The resulting program is currently the strongest computer player in the world and plays at an above-average human level.
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34

Gopu, Srujan. "Experimental Studies of Android APP Development for Smart Chess Board System." TopSCHOLAR®, 2013. http://digitalcommons.wku.edu/theses/1281.

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Playing chess on a smart phone has gained popularity in the last few years, offering the convenience of correspondence play, automatic recording of a game, etc. Although a good number of players love playing chess on a tablet/smart phone, it doesn't come close to the experience of playing over the traditional board. The feel and pleasure are more real when playing face down with the opponent sitting across each other rather than playing in mobile devices. This is especially true during chess tournaments. It would be ideal to enhance the experience of playing chess on board with the features of chess playing on smart phones. Based on the design of a roll able smart chess board, an android app has been implemented to interact with the board. It reads signals from the smart chess board and maps the movements of the chess pieces to the phone. The recorded play would be used as input for game analysis. The design and implementation of a server for playing and reviewing a game online have also been studied in this thesis.
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35

Cheng, Ming-Cheng, and 鄭明政. "The Chess Location Evaluation Tables of Chinese Chess Program." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/39647690347301384932.

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碩士
國立成功大學
工程科學系專班
94
The evaluation functions of the Chinese chess programs are either built by translating the experiences from masters and grandmasters into scores, either by referring to game records and/or interviewing the masters. However, this approach is limited to the developers’intelligence in the chess game. Besides, it is difficult to use the same rules in deffernet stages of a chess game. This study is the first approach to use a computer program to analyse the chess records, played by grandmasters and masters, and to set up the location evaluation table. We divide a chess game into three stages, the opening, the middle, and the final and to explore the rules or laws applied by chess masters and grandmasters. Besides, we combine the location evaluation tables and chess material scores, defined according to human chess masters' experiences. We use two programs to test the results. One is the original program with only the chess materials scores. The other is the original program that inserted the derived the location evaluation tables. We let the two programs to play 126 games. The winning rate of the new program is up to 79.8%, equivalents to 236 points in rank winning rating points. The result shows that our location evaluation tables sharply raise the chess strength (capability) of the chess program.
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Lu, Wei-Li, and 盧威利. "Chess Evolution Visualization." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/10041613518834188915.

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碩士
國立交通大學
多媒體工程研究所
101
We present a chess visualization to convey the change in a game over successive generations. It contains a score chart, an evolution graph, and a chess board such that users can understand the game from global viewpoints to local viewpoints. Unlike current graphical chess tools, which focus on only highlighting pieces that are under attacked and require sequential investigation, our visualization shows potential outcomes after a piece is moved and indicates how much tactical advantage the player can take from the opponent. Users can first glance at the score chart to roughly obtain the growth and decline of strengths from both sides, followed by examining the position relationships and the piece placements, to know how the pieces are controlled and how the strategy works. To achieve this visualization, we compute the decision tree using artificial intelligence to analyze the game, in which each node represents a chess position and each edge connects two chess positions that are one-move different. We then merge nodes representing the same chess position and shorten branches less correlated to the main trunk, which represent players' moves, to achieve readability and aesthetics. During the graph rendering, the nodes containing events such as draws, checks, and checkmates are highlighted because they show how a game is ended. As a result, our visualization helps players understand a chess game so that they can learn strategies and tactics efficiently. The presented results and the conducted user studies demonstrate the feasibility of our visualization design.
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37

Roring, Roy W. "Reviewing expert chess performance a production-based theory of chess skill /." 2008. http://etd.lib.fsu.edu/theses/available/etd-07142008-152522.

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Thesis (Ph.D.)--Florida State University, 2008.
Advisor: Neil Charness, Florida State University, College of Arts and Sciences, Dept. of Psychology. Title and description from dissertation home page (viewed Sept. 18, 2008). Document formatted into pages; contains ix, 85 pages. Includes bibliographical references.
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Chen, Bo-Cong, and 陳柏琮. "Gobang, Chinese Chess and Chess Game Image Recognition Techniques for Intelligent Robot." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/hqg98w.

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碩士
國立臺灣科技大學
機械工程系
94
This research proposes image recognition techniques for the intelligent robot DOC-2 to play Gobang, Chinese-Chess and Chess board games with human being autonomously. By using an unique reference point locations and game pieces, the game boards can be quickly and correctly recognized and interpreted by the robot. The game pieces in Gobang game recognition system are separated by using the large difference in gray scale values in specific locations. In Chinese-Chess recognition, it defines the possible groups by color filtering, then filling the group and finally decides Chessman by mask calculation. The Chess recognition algorithm estimates the possible chessman on board and then confirms by using color filtering techniques. The game-play software of Gobang, Chinese-Chess and Chess is used to determine the next play for the robot and then the robot will move the chessman on the board accordingly with the robot arm.
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39

Chang, Yu-Hsuan. "Chess Performance under Time Pressure: Evidence for the Slow Processes in Speed Chess." Thesis, 2013. http://hdl.handle.net/1911/71935.

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An influential theory of chess skill holds that expertise in chess is not due to greater depth of search by experts but, rather, to the ability to recognize familiar patterns of pieces. Although there is evidence that experts search deeper than non-experts, the data are not consistent. In this thesis, I propose “key-position theory” which states that only in a small number of key positions is it necessary to search deeply and it is these positions that experts search deeper than non-experts. Study 1 found, consistent with key-position theory, that the distribution of moves times is extremely skewed with some moves taking much longer than others. This pattern was more pronounced for the stronger players. Study 2 found that the errors made by weaker players involved less search than the errors made by stronger players. These findings suggest that search is an important component of chess expertise.
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Wang, Chao-Hsiung, and 王昭雄. "3D Chess Design Creation Discussion - Taking the "Chess Walk"- "Taijiang Campaign" as an Example." Thesis, 2018. http://ndltd.ncl.edu.tw/handle/j353w3.

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碩士
崑山科技大學
視覺傳達設計研究所
106
More than 300 years ago, there was a battle affecting Taiwan’s development in the inner waters of the Taijiang River. The “Taiwan Campaign” was the first recorded battle in Taiwan’s historical texts. Positioned at the start of the hero Zheng Chenggong's deeds, but in the recognition of foreigners, there is a 180 degree shift. In the learning stage of Taiwan education, the teacher of the history class explained on the stage how Zheng Chenggong successfully drove off the Dutchman and how he regained Taiwan. This is the memory that most Taiwanese people have always had in their learning experience. “The Dutch are It was driven away by Zheng Chenggong, and most people just understood this; in 2017, because of the museum festival curatorial project that touched the Cultural Bureau of Tainan City, he saw information about Zheng Chenggong's heritage museum. Once again, the word recalled the memory of my childhood and drove off the Dutch hero “Zheng Chenggong”. I tried to find relevant documents and found that the hero who started the game was actually in the same year that drove the Dutch away. Suddenly due to illness, so talented talent? I began to read the texts of the Battle of Taijiang and watch the video records of Jiang Shusheng going to the Dutch Library to piece together the other half of the historical data that I did not understand. In this battle, both parties had different views on this battle. The purpose and interpretation of the standpoint, and from the point of view of Taiwan's indigenous people on the island, it is sad to change the status of the ruler. Zheng Chenggong, who stands beside the Chihkan Tower, is being cast down. There is an event process that few people in our society will understand. This kind of thinking led me to develop the idea of writing on this subject. Using the techniques of digital sculpture and 3D printing to translate the creation of the "Taiwan Campaign" with the stereoscopic chess design thinking and the "walking" text perception, and bring in the rounds and card elements of the board game in a simple and fast manner. In order to allow more people to understand the history of this once-in-a-generation land in the game, to use other creative techniques to play historical storytelling.
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41

Snyder, Richard. "Distance toward the unification of chess knowledge /." Diss., 1993. http://catalog.hathitrust.org/api/volumes/oclc/29000314.html.

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42

Liao, Chih-Hung, and 廖志宏. "Implementation for Liu Bo Chess." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/fyzn57.

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碩士
國立東華大學
資訊工程學系
96
This research proposes a rational rule of Liu Bo Chess with existing unearthed documents, ancient book and computer technology. We choose proper algorithm and give each chess-position a score, then a Liu Bo Chess program can be constructed. This program can show the ancient chess games. Include two types: computer vs. human, computer vs. computer.
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43

許俊彬. "Pattern Recognition in Chinese Chess." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/13881605231417908987.

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碩士
國立交通大學
資訊科學與工程研究所
94
Chinese Chess is a very popular game played by many people in the world. And Chinese Chess AI program is researched widely nowadays. This thesis studies AI Programming for Chinese Chess-like Games and improves the original technology used in Chess, Shogi and Go in order to apply it on Chinese Chess. It also proposes a new systematical process to build patterns. We evaluate and measure the efficiency of Chinese Chess pattern recognition and the actual effect when using it in the Chinese Chess AI program.
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44

Chen, Jr-Chang, and 陳志昌. "Chinese Chess Opengame Database Design." Thesis, 1998. http://ndltd.ncl.edu.tw/handle/80701194647850835585.

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碩士
國立臺灣大學
資訊工程學系研究所
86
Chinese Computer Chess has been developed for more than ten years, but the research has been focusing on middle-game search. As of open- game, it remains a field for human experts only. Because the data in the database is finite, the overall performance can not be improved. This thesis designs a Computer Chinese Chess Opengame Database. Retrieving numerous chess records from internet and chess books, the system adds new records automatically, and constructs large, complete knowledge database. In order to calculate the best move, the system evaluates the final status of the game, and analyzes the quality of all moves systematically by combining MinMax and statistic. In addition, the system is provided with query function, providing access to the database for researchers and players. After the knowledge database is combined with the middle-game program, the system gets obvious vantage in open-game phase. In fact, the incorporated program has been awarded the master level. It has been well demonstrated that the system improves overall performance of computer chess effectively.
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45

黃建淡. "Visualization on computer chess games." Thesis, 1990. http://ndltd.ncl.edu.tw/handle/02199157196700613886.

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46

Gould, Jeffrey Bennett. "The development and testing of an adaptive pattern-oriented chess system." Diss., 1992. http://catalog.hathitrust.org/api/volumes/oclc/27065238.html.

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47

Berger, Robert Christopher. "Cognitive organization in chess: Beyond chunking." Thesis, 1989. http://hdl.handle.net/1911/13343.

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Three experiments investigated cognitive organization in chess. The conventional view of perception in chess is the recognition-association model which emphasizes perceptual chunking as a basis for expertise. These experiments explored an alternative hypothesis that a higher level cognitive organizing process allows experts to integrate and perceive a position as a whole, rather than merely as a collection of perceptual chunks. In the first two experiments, subjects were presented with chess positions and high level descriptions of those positions either before or after position presentation. In both experiments, recall in the description-before condition was superior, supporting the importance of a higher level cognitive organization. The third experiment contrasted recall of positions presented by chunk with positions presented by pawn structure. Results showed recall was similar in the two conditions, again lending support to the idea that more than chunking is involved in the expert's perception and recall of a chess position.
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48

Liang, Chin-I., and 梁秦宜. "Study on Chinese Chess Pattern Retrieval." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/p8hy8z.

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碩士
國立東華大學
資訊工程學系
95
In the development of Computer Chinese Chess, the database of moves plays an important role of it, and records of moves, also say "plys", almost determine the level of it is high or not. So for the sake of this reason, requests of database designing of Computer Chinese Chess are more and more. The main purpose of this paper is to find out the certain pattern, having certain meaning we give, or near pattern of database. And the direction of it is to set up "weight" in different pattern for computer using and recognizing with different method, including pattern match or not. This paper can develop other purposes, such as in guessing opponent’s moves with pattern match, or training people who want to learn playing Chinese Chess well with pattern concept in the Chinese Chess teaching in the future.
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49

Chen, Han-Hung, and 陳漢鴻. "Machine Learning of Computer Chinese Chess." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/63619371735996104370.

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碩士
國立雲林科技大學
資訊工程研究所
94
Computer chess has always been an interesting subject in artificial intelligence. We propose a method to design a Chinese chess program that improves its performance through training. In this study, we utilize temporal-difference learning, which is a method of reinforcement learning. Experimental results showed that the program indeed improved its performance.
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50

Lin, Yow-Jou, and 林祐助. "A Scalable and Distributed Chess Server." Thesis, 1999. http://ndltd.ncl.edu.tw/handle/46431825184959087497.

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碩士
國立成功大學
電機工程學系
87
Abstract The popularity of Internet makes it possible for people to share information from other place, and also changes the type and space of human's activity. For chess service, various kinds of chess servers are available on the Internet nowadays. As more and more people find it efficient to match games on Internet, there is still some ability which single chess server can't reach. Servers in central approach would incur long delay for those users spread widely all over the world. Though there are many chess servers presently, but each of them is operating individually. In this paper, we design and implement a scalable chess server to integrate multiple servers to make it possible to share all players and games on a virtual chess game zone. Such a server group could be regarded as a single chess server with good scalability, improved response, load sharing and potentially fault tolerance. *The author **The advisor
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