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.
Full textSyftet 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
Seyed, Farshchi Ramin. "The Chess Robot." Thesis, KTH, Maskinkonstruktion (Inst.), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-184513.
Full textSchack 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.
BilalicÌ, Merim. "Acquisition of chess skill." Thesis, University of Oxford, 2006. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.433387.
Full textCook, Andrew James. "Computational chunking in Chess." Thesis, University of Birmingham, 2011. http://etheses.bham.ac.uk//id/eprint/1544/.
Full textFransson, 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.
Full textGoulet, 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.
Full textERICSON, 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.
Full textBrädspels 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.
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.
Full textMataruga, 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.
Full textSchreiber, 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.
Full textDe, 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.
Full textSyftet 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.
Stevens, Paul Raymond. "COMPUTER CHESS: EXPLORING SPEED AND INTELLIGENCE." Thesis, The University of Arizona, 2009. http://hdl.handle.net/10150/192997.
Full textPincherle, Matteo. "AI takes chess to the ultimate level." Bachelor's thesis, Alma Mater Studiorum - Università di Bologna, 2018. http://amslaurea.unibo.it/16114/.
Full textStevens, Timothy. "Chess in the Cold War 1945-1975." Thesis, Keele University, 2005. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.423427.
Full textJohansson, 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.
Full textWyatt, Jordan. "Contrast and Condensation in Analysis of Chess Games." Thesis, American University, 2017. http://pqdtopen.proquest.com/#viewpdf?dispub=10247673.
Full textWe 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.
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.
Full textZindle, Benjamin. "Rook polynomials for chessboards of two and three dimensions /." Online version of thesis, 2007. http://hdl.handle.net/1850/5968.
Full textPeiravi, Mehdi. "THE DESIGN AND IMPLEMENTATION OF AN ADAPTIVE CHESS GAME." CSUSB ScholarWorks, 2015. https://scholarworks.lib.csusb.edu/etd/228.
Full textVauléon, 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.
Full textBoulé, 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.
Full textMadsen, 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.
Full textVauléon, Florian. "Chess, philosophical systematization, and the legacy of the Enlightenment." The Ohio State University, 2008. http://rave.ohiolink.edu/etdc/view?acc_num=osu1211904204.
Full textOzan, 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.
Full textO'Shea, Regina L. "Queening: Chess and Women in Medieval and Renaissance France." BYU ScholarsArchive, 2010. https://scholarsarchive.byu.edu/etd/2416.
Full textVikström, 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.
Full textKonvolutionella 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.
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.
Full textКочубей, О. В. "Розрахунок варіантів шахових ходів за допомогою графів." Thesis, Сумський державний університет, 2013. http://essuir.sumdu.edu.ua/handle/123456789/41037.
Full textWu, 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.
Full textSlater, 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.
Full textTitle 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.
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.
Full textFavini, Gian Piero <1981>. "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.
Full textFavini, Gian Piero <1981>. "The dark side of the board: advances in chess Kriegspiel." Doctoral thesis, Alma Mater Studiorum - Università di Bologna, 2010. http://amsdottorato.unibo.it/2403/.
Full textGopu, Srujan. "Experimental Studies of Android APP Development for Smart Chess Board System." TopSCHOLAR®, 2013. http://digitalcommons.wku.edu/theses/1281.
Full textCheng, Ming-Cheng, and 鄭明政. "The Chess Location Evaluation Tables of Chinese Chess Program." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/39647690347301384932.
Full text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.
Lu, Wei-Li, and 盧威利. "Chess Evolution Visualization." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/10041613518834188915.
Full text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.
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.
Full textAdvisor: 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.
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.
Full text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.
Chang, Yu-Hsuan. "Chess Performance under Time Pressure: Evidence for the Slow Processes in Speed Chess." Thesis, 2013. http://hdl.handle.net/1911/71935.
Full textWang, 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.
Full text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.
Snyder, Richard. "Distance toward the unification of chess knowledge /." Diss., 1993. http://catalog.hathitrust.org/api/volumes/oclc/29000314.html.
Full textLiao, Chih-Hung, and 廖志宏. "Implementation for Liu Bo Chess." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/fyzn57.
Full text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.
許俊彬. "Pattern Recognition in Chinese Chess." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/13881605231417908987.
Full text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.
Chen, Jr-Chang, and 陳志昌. "Chinese Chess Opengame Database Design." Thesis, 1998. http://ndltd.ncl.edu.tw/handle/80701194647850835585.
Full text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.
黃建淡. "Visualization on computer chess games." Thesis, 1990. http://ndltd.ncl.edu.tw/handle/02199157196700613886.
Full textGould, Jeffrey Bennett. "The development and testing of an adaptive pattern-oriented chess system." Diss., 1992. http://catalog.hathitrust.org/api/volumes/oclc/27065238.html.
Full textBerger, Robert Christopher. "Cognitive organization in chess: Beyond chunking." Thesis, 1989. http://hdl.handle.net/1911/13343.
Full textLiang, Chin-I., and 梁秦宜. "Study on Chinese Chess Pattern Retrieval." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/p8hy8z.
Full text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.
Chen, Han-Hung, and 陳漢鴻. "Machine Learning of Computer Chinese Chess." Thesis, 2006. http://ndltd.ncl.edu.tw/handle/63619371735996104370.
Full text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.
Lin, Yow-Jou, and 林祐助. "A Scalable and Distributed Chess Server." Thesis, 1999. http://ndltd.ncl.edu.tw/handle/46431825184959087497.
Full text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