Komodo (chess)
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Komodo (chess)
Komodo and Dragon by Komodo Chess (also known as Dragon or Komodo Dragon) are UCI chess engines developed by Komodo Chess, which is a part of Chess.com. The engines were originally authored by Don Dailey and GM Larry Kaufman. Dragon and Komodo are commercial chess engines, but older versions of Komodo (13 and older) are free for non-commercial use. Dragon is consistently ranked near the top of most major chess engine rating lists, along with Stockfish and Leela Chess Zero. History Komodo Komodo was derived from Don Dailey's former engine Doch in January 2010. The first multiprocessor version of Komodo was released in June 2013 as ''Komodo 5.1 MP''. This version was a major rewrite and a port of Komodo to C++11. A single-processor version of Komodo (which won the CCT15 tournament in February earlier that year) was released as a stand-alone product shortly before the 5.1 MP release. This version, named ''Komodo CCT'', was still based on the older C code, and was approxima ...
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Chess Engine
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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Komodo Chess Logo
Komodo may refer to: Computers * Komodo Edit, a free text editor for dynamic programming languages * Komodo IDE an integrated development environment (IDE) for dynamic programming languages * Komodo (chess), a chess engine People * Komodo (comics), one of various characters in the Marvel Comics universe * A character in the comic book series ''Nocturnals'' * A character in the television series ''The Secret Saturdays'' Places - aspects of Komodo island * Komodo (island), in Indonesia ** Komodo National Park, the national park of the island ** Komodo (district), the district of Komodo Island ** Komodo (village), the main village of Komodo Island ** Komodo language, the traditional language of Komodo Island ** Komodo dragon, a large species of lizard that inhabits the island Other uses * Komodo (Save a Soul), a recording by Mauro Picotto *Exercise Komodo, naval exercise hosted by Indonesian Navy since 2014 * ''Komodo'' (film), a movie * The Komodos, nickname of Persa ...
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2010 Software
1 (one, unit, unity) is a number representing a single or the only entity. 1 is also a numerical digit and represents a single unit of counting or measurement. For example, a line segment of ''unit length'' is a line segment of length 1. In conventions of sign where zero is considered neither positive nor negative, 1 is the first and smallest positive integer. It is also sometimes considered the first of the infinite sequence of natural numbers, followed by  2, although by other definitions 1 is the second natural number, following  0. The fundamental mathematical property of 1 is to be a multiplicative identity, meaning that any number multiplied by 1 equals the same number. Most if not all properties of 1 can be deduced from this. In advanced mathematics, a multiplicative identity is often denoted 1, even if it is not a number. 1 is by convention not considered a prime number; this was not universally accepted until the mid-20th century. Additionally, 1 is the s ...
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The Exchange (chess)
In chess, the exchange is a situation in which one player exchanges a (i.e. a bishop or knight) for a rook. The side which wins the rook is said to have ''won the exchange'', while the other player has ''lost the exchange'', since the rook is usually more valuable. Alternatively, the side having a rook for a minor piece is said to be ''up the exchange'', and the other player is ''down the exchange''. The opposing captures often happen on consecutive moves, although this is not strictly necessary. It is generally detrimental to lose the exchange, although occasionally one may find reason to purposely do so; the result is an ''exchange sacrifice'' (see below). The ''minor exchange'' is an uncommon term for the exchange of a bishop and knight. "The exchange" differs from the more general "exchange" or "an exchange", which refers to the loss and subsequent gain of arbitrary pieces, for example to "exchange queens" would mean that each side's queen is . Value of the exchange ...
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TCEC
Top Chess Engine Championship, formerly known as Thoresen Chess Engines Competition (TCEC or nTCEC), is a computer chess tournament that has been run since 2010. It was organized, directed, and hosted by Martin Thoresen until the end of Season 6; from Season 7 onward it has been organized by Chessdom. It is often regarded as the ''Unofficial World Computer Chess Championship'' because of its strong participant line-up and long time-control matches on high-end hardware, giving rise to very high-class chess. The tournament has attracted nearly all the top engines compared to the World Computer Chess Championship. After a short break in 2012, TCEC was restarted in early 2013 (as ''nTCEC'') and is currently active (renamed as TCEC in early 2014) with 24/7 live broadcasts of chess matches on its website. Since season 5, TCEC has been sponsored by Chessdom Arena. Overview Basic structure of competition The TCEC competition is divided into seasons, where each season happens over a cours ...
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World Computer Chess Championship
World Computer Chess Championship (WCCC) is an event held periodically since 1974 where computer chess engines compete against each other. The event is organized by the International Computer Games Association. It is often held in conjunction with the World Computer Speed Chess Championship and the Computer Olympiad, a collection of computer tournaments for other board games. Instead of using engine protocols, the games are played on physical boards by human operators. The WCCC is open to all types of computers including microprocessors, supercomputers, clusters, and dedicated chess hardware. Championship results In 2007, the reigning champion Junior declined to defend its title. For the 2009 edition, the rules were changed to limit platforms to commodity hardware supporting at most eight cores, thereby excluding supercomputers and large clusters. However, this was reversed in the following year and a parallel Software Championship was held instead; unlimited hardware is on ...
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Top Chess Engine Championship
Top Chess Engine Championship, formerly known as Thoresen Chess Engines Competition (TCEC or nTCEC), is a computer chess tournament that has been run since 2010. It was organized, directed, and hosted by Martin Thoresen until the end of Season 6; from Season 7 onward it has been organized by Chessdom. It is often regarded as the ''Unofficial World Computer Chess Championship'' because of its strong participant line-up and long time-control matches on high-end hardware, giving rise to very high-class chess. The tournament has attracted nearly all the top engines compared to the World Computer Chess Championship. After a short break in 2012, TCEC was restarted in early 2013 (as ''nTCEC'') and is currently active (renamed as TCEC in early 2014) with 24/7 live broadcasts of chess matches on its website. Since season 5, TCEC has been sponsored by Chessdom Arena. Overview Basic structure of competition The TCEC competition is divided into seasons, where each season happens over a cour ...
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Evaluation Function
An evaluation function, also known as a heuristic evaluation function or static evaluation function, is a function used by game-playing computer programs to estimate the value or goodness of a position (usually at a leaf or terminal node) in a game tree. Most of the time, the value is either a real number or a quantized integer, often in ''n''ths of the value of a playing piece such as a stone in go or a pawn in chess, where ''n'' may be tenths, hundredths or other convenient fraction, but sometimes, the value is an array of three values in the unit interval, representing the win, draw, and loss percentages of the position. There do not exist analytical or theoretical models for evaluation functions for unsolved games, nor are such functions entirely ad-hoc. The composition of evaluation functions is determined empirically by inserting a candidate function into an automaton and evaluating its subsequent performance. A significant body of evidence now exists for several games l ...
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Efficiently Updatable Neural Network
An efficiently updatable neural network (NNUE, a Japanese wordplay on Nue, sometimes stylised as ƎUИИ) is a neural network-based evaluation function whose inputs are piece-square tables, or variants thereof like the king-piece-square table. NNUE is used primarily for the leaf nodes of the alpha–beta tree. While being slower than handcrafted evaluation functions, NNUE does not suffer from the 'blindness beyond the current move' problem. NNUE was invented by Yu Nasu and introduced to computer shogi in 2018. On 6 August 2020, NNUE was for the first time ported to a chess engine, Stockfish 12. Since 2021, all of the top rated classical chess engines such as Komodo Dragon have an NNUE implementation to remain competitive. NNUE runs efficiently on central processing units without a requirement for a graphics processing unit (GPU). The neural network used for the original 2018 computer shogi implementation consists of four weight layers: W1 (16-bit integers) and W2, W3 and W4 ...
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Minimax
Minimax (sometimes MinMax, MM or saddle point) is a decision rule used in artificial intelligence, decision theory, game theory, statistics, and philosophy for ''mini''mizing the possible loss for a worst case (''max''imum loss) scenario. When dealing with gains, it is referred to as "maximin" – to maximize the minimum gain. Originally formulated for several-player zero-sum game theory, covering both the cases where players take alternate moves and those where they make simultaneous moves, it has also been extended to more complex games and to general decision-making in the presence of uncertainty. Game theory In general games The maximin value is the highest value that the player can be sure to get without knowing the actions of the other players; equivalently, it is the lowest value the other players can force the player to receive when they know the player's action. Its formal definition is: :\underline = \max_ \min_ Where: * is the index of the player of interest. ...
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Alpha–beta Pruning
Alpha–beta pruning is a search algorithm that seeks to decrease the number of nodes that are evaluated by the minimax algorithm in its search tree. It is an adversarial search algorithm used commonly for machine playing of two-player games (Tic-tac-toe, Chess, Connect 4, etc.). It stops evaluating a move when at least one possibility has been found that proves the move to be worse than a previously examined move. Such moves need not be evaluated further. When applied to a standard minimax tree, it returns the same move as minimax would, but prunes away branches that cannot possibly influence the final decision. History Allen Newell and Herbert A. Simon who used what John McCarthy calls an "approximation" in 1958 wrote that alpha–beta "appears to have been reinvented a number of times". Arthur Samuel had an early version for a checkers simulation. Richards, Timothy Hart, Michael Levin and/or Daniel Edwards also invented alpha–beta independently in the United States. McC ...
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Monte Carlo Tree Search
In computer science, Monte Carlo tree search (MCTS) is a heuristic search algorithm for some kinds of decision processes, most notably those employed in software that plays board games. In that context MCTS is used to solve the game tree. MCTS was combined with neural networks in 2016 and has been used in multiple board games like Chess, Shogi, Checkers, Backgammon, Contract Bridge, Computer Go, Scrabble, and Clobber as well as in turn-based-strategy video games (such as Total War: Rome II's implementation in the high level campaign AI). History Monte Carlo method The Monte Carlo method, which uses random sampling for deterministic problems which are difficult or impossible to solve using other approaches, dates back to the 1940s. In his 1987 PhD thesis, Bruce Abramson combined minimax search with an ''expected-outcome model'' based on random game playouts to the end, instead of the usual static evaluation function. Abramson said the expected-outcome model "is shown to b ...
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