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Crafty
Crafty is a chess program written by UAB professor Dr. Robert Hyatt, with continual development and assistance from Michael Byrne, Tracy Riegle, and Peter Skinner. It is directly derived from Cray Blitz, winner of the 1983 and 1986 World Computer Chess Championships. Tord Romstad, the author of Stockfish, described Crafty as "arguably the most important and influential chess program ever". Crafty finished in second place in the 2010 Fifth Annual ACCA Americas' Computer Chess Championships. Crafty lost only one game, namely to the first-place winner, Thinker. Crafty also finished in second place in the 2010 World Computer Rapid Chess Championships. Crafty won seven out of nine games, finishing just behind the first-place winner Rybka by only ½ point. In the World Computer Chess Championships 2004, running on slightly faster hardware than all other programs, Crafty took fourth place with the same number of points as the third-place finisher, Fritz 8. On the November 2007 S ...
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Robert Hyatt
Robert Morgan Hyatt (born 1948) is an American computer scientist and programmer. He co-authored the computer chess programs Crafty and Cray Blitz which won two World Computer Chess Championships in the 1980s. Hyatt was a computer science professor at the University of Southern Mississippi (1970–1985) and University of Alabama at Birmingham (1988–2016). Early life and education Hyatt was born in Laurel, Mississippi in 1948. He earned a bachelor's degree in 1970 and an M.S. in 1983, both from the University of Southern Mississippi. His master's dissertation was titled ''Cray Blitz: A Computer Chess Playing Program''. Hyatt earned a Ph.D. in computer and information sciences at the University of Alabama at Birmingham in 1988. His thesis was titled ''A High-Performance Parallel Algorithm to Search Depth-First Game Trees''. Bruce Wilsey Suter was Hyatt's doctoral advisor. Career Hyatt is co-author of the computer chess program Crafty and the co-author of Cray Blitz, a two-tim ...
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Bitboard
A bitboard is a specialized bit array data structure commonly used in computer systems that play board games, where each bit corresponds to a game board space or piece. This allows parallel bitwise operations to set or query the game state, or determine moves or plays in the game. Bits in the same bitboard relate to each other by the rules of the game, often forming a game position when taken together. Other bitboards are commonly used as masks to transform or answer queries about positions. Bitboards are applicable to any game whose progress is represented by the state of, or presence of pieces on, discrete spaces of a gameboard, by mapping of the space states to bits in the data structure. Bitboards are a more efficient alternative board representation to the traditional ''mailbox'' representation, where each piece or space on the board is an array element. Bitboards are especially effective when the associated bits of various related states on the board fit into a single wo ...
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Chess Program
In computer chess, a chess engine is a computer program that analyzes chess or chess variant positions, and generates a move or list of moves that it regards as strongest. A chess engine is usually a back end with a command-line interface with no graphics or windowing. Engines are usually used with a front end, a windowed graphical user interface such as Chessbase or WinBoard that the user can interact with via a keyboard, mouse or touchscreen. This allows the user to play against multiple engines without learning a new user interface for each, and allows different engines to play against each other. Many chess engines are now available for mobile phones and tablets, making them even more accessible. History The meaning of the term "chess engine" has evolved over time. In 1986, Linda and Tony Scherzer entered their program Bebe into the 4th World Computer Chess Championship, running it on "Chess Engine," their brand name for the chess computer hardware made, and markete ...
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Chess Engine Communication Protocol
In computer chess, a chess engine is a computer program that analyzes chess or chess variant positions, and generates a move or list of moves that it regards as strongest. A chess engine is usually a back end with a command-line interface with no graphics or windowing. Engines are usually used with a front end, a windowed graphical user interface such as Chessbase or WinBoard that the user can interact with via a keyboard, mouse or touchscreen. This allows the user to play against multiple engines without learning a new user interface for each, and allows different engines to play against each other. Many chess engines are now available for mobile phones and tablets, making them even more accessible. History The meaning of the term "chess engine" has evolved over time. In 1986, Linda and Tony Scherzer entered their program Bebe into the 4th World Computer Chess Championship, running it on "Chess Engine," their brand name for the chess computer hardware made, and marketed b ...
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Chess Program
In computer chess, a chess engine is a computer program that analyzes chess or chess variant positions, and generates a move or list of moves that it regards as strongest. A chess engine is usually a back end with a command-line interface with no graphics or windowing. Engines are usually used with a front end, a windowed graphical user interface such as Chessbase or WinBoard that the user can interact with via a keyboard, mouse or touchscreen. This allows the user to play against multiple engines without learning a new user interface for each, and allows different engines to play against each other. Many chess engines are now available for mobile phones and tablets, making them even more accessible. History The meaning of the term "chess engine" has evolved over time. In 1986, Linda and Tony Scherzer entered their program Bebe into the 4th World Computer Chess Championship, running it on "Chess Engine," their brand name for the chess computer hardware made, and markete ...
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Cray Blitz
Cray Blitz was a computer chess program written by Robert Hyatt, Harry L. Nelson, and Albert Gower to run on the Cray supercomputer. It was derived from "Blitz" a program that Hyatt started to work on as an undergraduate. "Blitz" played its first move in the fall of 1968, and was developed continuously from that time until roughly 1980 when Cray Research chose to sponsor the program. Cray Blitz participated in computer chess events from 1980 through 1994 when the last North American Computer Chess Championship was held in Cape May, New Jersey. Cray Blitz won several ACM computer chess events, and two consecutive World Computer Chess Championships, the first in 1983 in New York City, and the second in 1986 in Cologne, Germany. The program Crafty is the successor to Cray Blitz and is still active and under development. References Chess computers Blitz Blitz, German for "lightning", may refer to: Military uses *Blitzkrieg, blitz campaign, or blitz, a type of military campaign ...
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Fritz (chess)
Fritz is a German chess program originally developed for Chessbase by Frans Morsch based on his Quest program, ported to DOS, and then Windows by Mathias Feist. With version 13, Morsch retired, and his engine was first replaced by Gyula Horvath's Pandix, and then with Fritz 15, Vasik Rajlich's Rybka. The latest version of the consumer product is Fritz 18 Neuronal. This version supports 64-bit hardware and multiprocessing by default. History In 1991, the German company ChessBase approached the Dutch chess programmer Frans Morsch about writing a chess engine to add to the database program which they sold. Morsch adapted his ''Quest'' program, and ChessBase released it for sale that year as ''Knightstalker'' in the U.S. and Fritz throughout the rest of the world. In 1995, ''Fritz 3'' won the World Computer Chess Championship in Hong Kong, beating an early version of ''Deep Blue''. This was the first time that a program running on a consumer-level microcomputer defeated the mainf ...
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Standard Performance Evaluation Corporation
The Standard Performance Evaluation Corporation (SPEC) is an American non-profit corporation that aims to "produce, establish, maintain and endorse a standardized set" of performance benchmarks for computers. SPEC was founded in 1988. SPEC benchmarks are widely used to evaluate the performance of computer systems; the test results are published on the SPEC website. SPEC evolved into an umbrella organization encompassing four diverse groups; Graphics and Workstation Performance Group (GWPG), the High Performance Group (HPG), the Open Systems Group (OSG) and the newest, the Research Group (RG). Structure * The Open Systems Group (OSG) * The High-Performance Group (HPG) * The Graphics and Workstation Performance Group (GWPG) * SPEC Research Group (RG) Membership Membership in SPEC is open to any interested company or entity that is willing to commit to SPEC's standards. It allows: * Participation in benchmark development * Participation in review of results * Complimentary ...
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Endgame Tablebase
An endgame tablebase is a computerized database that contains precalculated exhaustive analysis of chess endgame positions. It is typically used by a computer chess engine during play, or by a human or computer that is retrospectively analysing a game that has already been played. The tablebase contains the game-theoretical value (win, loss, or draw) in each possible position, and how many moves it would take to achieve that result with perfect play. Thus, the tablebase acts as an oracle, always providing the optimal moves. Typically the database records each possible position with certain pieces remaining on the board, and the best moves with White to move and with Black to move. Tablebases are generated by retrograde analysis, working backward from a checkmated position. By 2005, all chess positions with up to six pieces, including the two kings, had been solved. By August 2012, tablebases had solved chess for almost every position with up to seven pieces, but the positio ...
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Chess Opening Book (computers)
Opening book is often used to describe the database of chess openings given to Computer chess, computer chess programs (and related games, such as computer shogi). Such programs are quite significantly enhanced through the provision of an electronic version of an Chess opening book, opening book. This eliminates the need for the program to calculate the best lines during approximately the first ten moves of the game, where the positions are extremely open-ended and thus computationally expensive to evaluate. As a result, it places the computer in a stronger position using considerably less resources than if it had to calculate the moves itself. On some occasions, a player might consider playing a strange move outside the opening book to force a computer to think for itself. While this may introduce a strategic weakness, a lot of the time, playing out of the book early may end up compromising one's own pawn structure, losing a tempo or allow the opponent to develop more effectively ...
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Refutation 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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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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