While recently the strength of chess-playing programs has grown immensely, their capability of explaining in human understandable terms why some moves are good or bad has enjoyed l...
Aleksander Sadikov, Martin Mozina, Matej Guid, Jan...
Previous research on the use of coevolution to improve a baseline chess program demonstrated a performance rating of 2550 against Pocket Fritz 2.0 (PF2). A series of 12 games (6 wh...
David B. Fogel, Timothy J. Hays, Sarah L. Hahn, Ja...
A set of experiments for learning the values of chess pieces is described for the popular chess variants Crazyhouse Chess, Suicide Chess, and Atomic Chess. We follow an establishe...
Human chess players exhibit a large variation in the amount of time they allocate for each move. Yet, the problem of devising resource allocation strategies for game playing did n...
Abstract. Over the years, various research projects have attempted to develop a chess program that learns to play well given little prior knowledge beyond the rules of the game. Ea...