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ChessV Software Program With Display Of
ChessV (short for Chess Variants) is a free computer program designed to play many chess variants. ''ChessV'' is an open-source, universal chess variant program with a graphical user-interface, sophisticated AI, support for opening books and other features of traditional chess programs. The developer of this program, Gregory Strong, has been adding more variants with each release of ''ChessV''. Over 100 chess variants are supported, including the developer's few own variants and other exotic variants, and can be programmed to play additional variants. ''ChessV'' is designed to be able to play any game that is reasonably similar to chess. ''ChessV'' is one of only a few such programs that exist. The source code of this program is freely available for download as well as the executable program. As of ChessV 0.93, it is possible to customize the variants it supports. Of all chess variants supported, two of the most-played variants are probably Fischer Random Chess and Grand Chess. ...
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Capablanca Chess
Capablanca chess (or Capablanca's chess) is a chess variant invented in the 1920s by World Chess Champion José Raúl Capablanca. It incorporates two new pieces and is played on a 10×8 board. Capablanca believed that chess would be played out in a few decades (meaning games between grandmasters would always end in draws). This threat of "draw death" for chess was his main motivation for creating a more complex version of the game. * The archbishop combines powers of a bishop and a knight. * The chancellor combines powers of a rook and a knight. The new pieces allow new strategies and possibilities that change the game. For example, the archbishop by itself can checkmate a lone king in the corner (when placed diagonally with one square in between). Setup and rules Capablanca proposed two opening setups for Capablanca chess. His final revision placed the archbishop between the and ; the chancellor between the and . The king moves three squares when castling instead of m ...
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Static Exchange Evaluation
Static may refer to: Places *Static Nunatak, a nunatak in Antarctica United States *Static, Kentucky and Tennessee *Static Peak, a mountain in Wyoming ** Static Peak Divide, a mountain pass near the peak Science and technology Physics *Static electricity, a net charge of an object **Triboelectric effect, due to frictional contact between different materials *Static spacetime, a spacetime having a global, non-vanishing, timelike Killing vector field which is irrotational *Statics, a branch of physics concerned with physical systems in equilibrium **Fluid statics, the branch of fluid mechanics that studies fluids at rest Engineering *Static pressure, in aircraft instrumentation and fluid dynamics **Static port, a proprietary sensor used on aircraft to measure static pressure *White noise or static noise, a random signal with a flat power spectral density **Noise (radio), in radio reception **Noise (video), the random black-and-white image produced by televisions attempting to displ ...
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Alice Chess
Alice chess is a chess variant invented in 1953 by V. R. Parton which employs two chessboards rather than one, and a slight (but significant) alteration to the standard rules of chess. The game is named after the main character " Alice" in Lewis Carroll's work ''Through the Looking-Glass'', where transport through the mirror into an alternative world is portrayed on the chessboards by the after-move transfer of chess pieces between boards A and B. This simple transfer rule is well known for causing disorientation and confusion in players new to the game, often leading to surprises and amusing mistakes as pieces "disappear" and "reappear" between boards, and pieces interposed to block attacks on one board are simply bypassed on the other. This "nothing is as it seems" experience probably accounts for Alice chess remaining Parton's most popular and successful variant among the numerous others he invented. Move rules At the beginning of the game, pieces start in their normal posi ...
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ChessV Software Program With Display Of "Chess And A Half" Game
ChessV (short for Chess Variants) is a free computer program designed to play many chess variants. ''ChessV'' is an open-source, universal chess variant program with a graphical user-interface, sophisticated AI, support for opening books and other features of traditional chess programs. The developer of this program, Gregory Strong, has been adding more variants with each release of ''ChessV''. Over 100 chess variants are supported, including the developer's few own variants and other exotic variants, and can be programmed to play additional variants. ''ChessV'' is designed to be able to play any game that is reasonably similar to chess. ''ChessV'' is one of only a few such programs that exist. The source code of this program is freely available for download as well as the executable program. As of ChessV 0.93, it is possible to customize the variants it supports. Of all chess variants supported, two of the most-played variants are probably Fischer Random Chess and Grand Chess. ...
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Cache (computing)
In computing, a cache ( ) is a hardware or software component that stores data so that future requests for that data can be served faster; the data stored in a cache might be the result of an earlier computation or a copy of data stored elsewhere. A ''cache hit'' occurs when the requested data can be found in a cache, while a ''cache miss'' occurs when it cannot. Cache hits are served by reading data from the cache, which is faster than recomputing a result or reading from a slower data store; thus, the more requests that can be served from the cache, the faster the system performs. To be cost-effective and to enable efficient use of data, caches must be relatively small. Nevertheless, caches have proven themselves in many areas of computing, because typical computer applications access data with a high degree of locality of reference. Such access patterns exhibit temporal locality, where data is requested that has been recently requested already, and spatial locality, where ...
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Transposition Table
{{no footnotes, date=November 2017 A transposition table is a cache of previously seen positions, and associated evaluations, in a game tree generated by a computer game playing program. If a position recurs via a different sequence of moves, the value of the position is retrieved from the table, avoiding re-searching the game tree below that position. Transposition tables are primarily useful in perfect-information games (where the entire state of the game is known to all players at all times). The usage of transposition tables is essentially memoization applied to the tree search and is a form of dynamic programming. Transposition tables are typically implemented as hash tables encoding the current board position as the hash index. The number of possible positions that may occur in a game tree is an exponential function of depth of search, and can be thousands to millions or even much greater. Transposition tables may therefore consume most of available system memory and ar ...
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Hash Table
In computing, a hash table, also known as hash map, is a data structure that implements an associative array or dictionary. It is an abstract data type that maps keys to values. A hash table uses a hash function to compute an ''index'', also called a ''hash code'', into an array of ''buckets'' or ''slots'', from which the desired value can be found. During lookup, the key is hashed and the resulting hash indicates where the corresponding value is stored. Ideally, the hash function will assign each key to a unique bucket, but most hash table designs employ an imperfect hash function, which might cause hash '' collisions'' where the hash function generates the same index for more than one key. Such collisions are typically accommodated in some way. In a well-dimensioned hash table, the average time complexity for each lookup is independent of the number of elements stored in the table. Many hash table designs also allow arbitrary insertions and deletions of key–value pa ...
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Lazy Evaluation
In programming language theory, lazy evaluation, or call-by-need, is an evaluation strategy which delays the evaluation of an expression until its value is needed ( non-strict evaluation) and which also avoids repeated evaluations ( sharing). The benefits of lazy evaluation include: * The ability to define control flow (structures) as abstractions instead of primitives. * The ability to define potentially infinite data structures. This allows for more straightforward implementation of some algorithms. * The ability to define partially-defined data structures where some elements are errors. This allows for rapid prototyping. Lazy evaluation is often combined with memoization, as described in Jon Bentley's ''Writing Efficient Programs''. After a function's value is computed for that parameter or set of parameters, the result is stored in a lookup table that is indexed by the values of those parameters; the next time the function is called, the table is consulted to determine ...
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King (chess)
The king (♔, ♚) is the most important piece in the game of chess. It may move to any adjoining square; it may also perform a move known as castling. If a player's king is threatened with capture, it is said to be in check, and the player must remove the threat of on the next move. If this cannot be done, the king is said to be in checkmate, resulting in a loss for that player. A player cannot make any move that places their own king in check. Despite this, the king can become a strong offensive piece in the endgame or, rarely, the middlegame. In algebraic notation, the king is abbreviated by the letter K among English speakers. The white king starts the game on e1; the black king starts on e8. Unlike all other pieces, only one king per player can be on the board at any time, and the kings are never removed from the board during the game. Placement and movement The white king starts on e1, on the first to the right of the queen from White's perspective. The black king ...
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Pawn (chess)
The pawn (♙, ♟) is the most numerous and weakest piece in the game of chess. It may move one vacant square directly forward, it may move two vacant squares directly forward on its first move, and it may capture one square diagonally forward. Each player begins a game with eight pawns, one on each square of their second . The white pawns start on a2 through h2; the black pawns start on a7 through h7. Individual pawns are referred to by the on which they stand. For example, one speaks of "White's f-pawn" or "Black's b-pawn". Alternatively, they can be referred to by the piece which stood on that file at the beginning of the game, e.g. "White's king bishop's pawn" or "Black's queen knight's pawn". It is also common to refer to a rook's pawn, meaning any pawn on the a- or h-files, a knight's pawn (on the b- or g-files), a bishop's pawn (on the c- or f-files), a queen's pawn (on the d-file), a king's pawn (on the e-file), and a central pawn (on the d- or e-files). The pawn histo ...
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Chess Piece
A chess piece, or chessman, is a game piece that is placed on a chessboard to play the game of chess. It can be either white or black, and it can be one of six types: king, queen, rook, bishop, knight, or pawn. Chess sets generally come with sixteen pieces of each color. Additional pieces, usually an extra queen per color, may be provided for use in promotion. Number of pieces Each player begins with sixteen pieces (but see the subsection below for other usage of the term ''piece''). The pieces that belong to each player are distinguished by color: the lighter colored pieces are referred to as "white" and the player that owns them as "White", whereas the darker colored pieces are referred to as "black" and the player that owns them as "Black". In a standard game, each of the two players begins with the following sixteen pieces: * 1 king * 1 queen * 2 rooks * 2 bishops * 2 knights * 8 pawns Usage of the term ''piece'' The word "piece" has three meanings, depending on t ...
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