Dawson's Chess
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Dawson's Chess
Hexapawn is a deterministic game, deterministic two-player game invented by Martin Gardner. It is played on a rectangular board of variable size, for example on a 3×3 board or on a regular chessboard. On a board of size ''n''×''m'', each player begins with ''m'' pawn (chess), pawns, one for each Square (geometry), square in the row closest to them. The goal of each player is to either advance a pawn to the opposite end of the board or leave the other player with no legal moves, either by stalemate or by having all of their pieces captured. Hexapawn on the 3×3 board is a solved game; with perfect play, White will always lose in 3 moves (1.b2 axb2 2.cxb2 c2 3.a2 c1#). Indeed, Gardner specifically constructed it as a game with a small game tree in order to demonstrate how it could be played by a heuristic Artificial intelligence, AI implemented by a mechanical calculating device, mechanical computer based on Donald Michie's Matchbox Educable Noughts and Crosses Engine (MENACE). ...
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Deterministic Game
An abstract strategy game is a type of strategy game that has minimal or no theme (narrative), narrative theme, an outcome determined only by player choice (with minimal or no randomness), and in which each player has perfect information about the game. For example, Go (game), Go is a pure abstract strategy game since it fulfills all three criteria; chess and related games are nearly so but feature a recognizable theme of ancient warfare; and Stratego is borderline since it is deterministic, loosely based on 19th-century Napoleonic tactics, Napoleonic warfare, and features concealed information. Definition Combinatorial games have no randomizers such as dice, no simultaneous movement, nor hidden information. Some games that do have these elements are sometimes classified as abstract strategy games. (Games such as ''Continuo (game), Continuo'', Octiles, ''Can't Stop (board game), Can't Stop'', and Sequence (board game), Sequence, could be considered abstract strategy games, despite ...
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Matchbox Educable Noughts And Crosses Engine
The Matchbox Educable Noughts and Crosses Engine (sometimes called the Machine Educable Noughts and Crosses Engine or MENACE) was a mechanical computer made from 304 matchboxes designed and built by artificial intelligence researcher Donald Michie in 1961. It was designed to play human opponents in games of noughts and crosses (tic-tac-toe) by returning a move for any given state of play and to refine its strategy through reinforcement learning. This was one of the first types of artificial intelligence. Michie did not have a computer readily available, so he worked around this restriction by building it out of matchboxes. The matchboxes used by Michie each represented a single possible layout of a noughts and crosses grid. When the computer first played, it would randomly choose moves based on the current layout. As it played more games, through a reinforcement loop, it disqualified strategies that led to losing games, and supplemented strategies that led to winning games. Mich ...
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1962 In Chess
Events in chess in 1962: Events *March 8 – 5th Interzonal Tournament at Stockholm won by Bobby Fischer (USA) with 17.5/22. Tigran Petrosian (USSR) and Efim Geller (USSR) tied for 2nd–3rd with 15 points, Victor Korchnoi (USSR) and Miroslav Filip (Czechoslovakia) tied for 4th–5th with 14 points. Pal Benko (USA) won the sixth and final qualifying position for the Candidates Tournament in a three-way playoff with Leonid Stein (USSR) and Svetozar Gligorić after all tied for 6th–8th with 13.5 points. Although Stein scored the most points in the playoff, he was barred from qualifying for the Candidates Tournament by a FIDE rule that allowed no more than three players from the same federation to qualify. The Interzonal was originally scheduled to be played in the Netherlands in 1961, but difficulties obtaining visas caused a delay while another site was found. * 5th Candidates Tournament in Curaçao won by Tigran Petrosian (USSR) with 17.5/27, a half point ahead of Paul Keres ...
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Chess Variants
A chess variant is a game related to, derived from, or inspired by chess. Such variants can differ from chess in many different ways. "International" or "Western" chess itself is one of a family of games which have related origins and could be considered variants of each other. Chess developed from ''chaturanga'', from which other members of this family, such as '' ouk chatrang'', ''shatranj'', Tamerlane chess, ''shogi'', and ''xiangqi'' also evolved. Many chess variants are designed to be played with the equipment of regular chess. Most variants have a similar public-domain status as their parent game, but some have been made into commercial proprietary games. Just as in traditional chess, chess variants can be played over the board, by correspondence, or by computer. Some internet chess servers facilitate the play of some variants in addition to orthodox chess. In the context of chess problems, chess variants are called heterodox chess or fairy chess. Fairy chess variants te ...
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Mathematical Games
A mathematical game is a game whose rules, strategies, and outcomes are defined by clear mathematics, mathematical parameters. Often, such games have simple rules and match procedures, such as tic-tac-toe and dots and boxes. Generally, mathematical games need not be conceptually intricate to involve deeper computational underpinnings. For example, even though the rules of Mancala are relatively basic, the game can be rigorously analyzed through the lens of combinatorial game theory. Mathematical games differ sharply from mathematical puzzles in that mathematical puzzles require specific mathematical expertise to complete, whereas mathematical games do not require a deep knowledge of mathematics to play. Often, the arithmetic core of mathematical games is not readily apparent to players untrained to note the statistical or mathematical aspects. Some mathematical games are of deep interest in the field of recreational mathematics. When studying a game's core mathematics, arithmet ...
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Scientific American
''Scientific American'', informally abbreviated ''SciAm'' or sometimes ''SA'', is an American popular science magazine. Many scientists, including Albert Einstein and Nikola Tesla, have contributed articles to it, with more than 150 Nobel Prize-winners being featured since its inception. In print since 1845, it is the oldest continuously published magazine in the United States. ''Scientific American'' is owned by Springer Nature, which is a subsidiary of Holtzbrinck Publishing Group. History ''Scientific American'' was founded by inventor and publisher Rufus Porter (painter), Rufus Porter in 1845 as a four-page weekly newspaper. The first issue of the large-format New York City newspaper was released on August 28, 1845. Throughout its early years, much emphasis was placed on reports of what was going on at the United States Patent and Trademark Office, U.S. Patent Office. It also reported on a broad range of inventions including perpetual motion machines, an 1860 devi ...
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Octal Game
Octal games are a subclass of heap games that involve removing tokens (game pieces or stones) from heaps of tokens. They have been studied in combinatorial game theory as a generalization of Nim, Kayles, and similar games. Revised and reprinted as Octal games are impartial meaning that every move available to one player is also available to the other player. They differ from each other in the numbers of tokens that may be removed in a single move, and (depending on this number) whether it is allowed to remove an entire heap, reduce the size of a heap, or split a heap into two heaps. These rule variations may be described compactly by a coding system using octal numerals. Game specification An octal game is played with tokens divided into heaps. Two players take turns moving until no moves are possible. Every move consists of selecting just one of the heaps, and either * removing all of the tokens in the heap, leaving no heap, * removing some but not all of the tokens, leavin ...
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Impartial Game
In combinatorial game theory, an impartial game is a game in which the allowable moves depend only on the position and not on which of the two players is currently moving, and where the payoffs are symmetric. In other words, the only difference between player 1 and player 2 is that player 1 goes first. The game is played until a terminal position is reached. A terminal position is one from which no moves are possible. Then one of the players is declared the winner and the other the loser. Furthermore, impartial games are played with perfect information and no chance moves, meaning all information about the game and operations for both players are visible to both players. Impartial games include Nim, Sprouts, Kayles, Quarto, Cram, Chomp, Subtract a square, Notakto, and poset games. Go and chess are not impartial, as each player can only place or move pieces of their own color. Games such as poker, dice or dominos are not impartial games as they rely on chance. Impartial ...
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Thomas Rayner Dawson
Thomas Rayner Dawson (28 November 1889 – 16 December 1951) was an English chess problemist and is acknowledged as "the father of Fairy Chess". He invented many fairy pieces and new conditions. He introduced the popular fairy pieces grasshopper, nightrider, and many other fairy chess ideas. Career Dawson published his first problem, a two-mover, in 1907. His chess problem compositions include 5,320 fairies, 885 , 97 selfmates, and 138 endings. 120 of his problems have been awarded prizes and 211 honourably mentioned or otherwise commended. He cooperated in chess composition with Charles Masson Fox. Dawson was founder-editor (1922–1931) of '' The Problemist'', the journal of the British Chess Problem Society. He subsequently produced ''The Fairy Chess Review'' (1930–1951), which began as ''The Problemist Fairy Chess Supplement''. At the same time he edited the problem pages of '' The British Chess Magazine'' (1931–1951). Motivation and personality From ''The Oxfor ...
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Chess
Chess is a board game for two players. It is an abstract strategy game that involves Perfect information, no hidden information and no elements of game of chance, chance. It is played on a square chessboard, board consisting of 64 squares arranged in an 8×8 grid. The players, referred to as White and Black in chess, "White" and "Black", each control sixteen Chess piece, pieces: one king (chess), king, one queen (chess), queen, two rook (chess), rooks, two bishop (chess), bishops, two knight (chess), knights, and eight pawn (chess), pawns, with each type of piece having a different pattern of movement. An enemy piece may be captured (removed from the board) by moving one's own piece onto the square it occupies. The object of the game is to "checkmate" (threaten with inescapable capture) the enemy king. There are also several ways a game can end in a draw (chess), draw. The recorded history of chess goes back to at least the emergence of chaturanga—also thought to be an ancesto ...
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Donald Michie
Donald Michie (; 11 November 1923 – 7 July 2007) was a British researcher in artificial intelligence. During World War II, Michie worked for the Government Code and Cypher School at Bletchley Park, contributing to the effort to solve " Tunny", a German teleprinter cipher. He founded The Turing Institute in Glasgow in 1982, alongside Peter Mowforth and Tim Niblett. In 1984, the institute worked under contract from Radian Corp to develop code for the Space Shuttle auto-lander. Early life and education Michie was born in Rangoon, Burma. He attended Rugby School and won a scholarship to study classics at Balliol College, Oxford. In early 1943, however, looking for some way to contribute to the war effort, Michie instead attempted to enrol on a Japanese language course in Bedford for intelligence officers. On arrival, it transpired that he had been misinformed, and instead he trained in cryptography, displaying a natural aptitude for the subject. Six weeks later, he was recr ...
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