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Null-move Heuristic
In computer chess programs, the null-move heuristic is a heuristic (computer science), heuristic technique used to enhance the speed of the alpha-beta pruning search algorithm, algorithm. Rationale Alpha-beta pruning speeds the minimax algorithm by identifying ''cutoffs'', points in the game tree where the current position is so good for the side to move that best play by the other side would have avoided it. Since such positions could not have resulted from best play, they and all branches of the game tree stemming from them can be ignored. The faster the program produces cutoffs, the faster the search runs. The null-move heuristic is designed to guess cutoffs with less effort than would otherwise be required, whilst retaining a reasonable level of accuracy. The null-move heuristic is based on the fact that most reasonable chess moves improve the position for the side that played them. So, if the player whose turn it is to move can forfeit the right to move (or make a null mo ...
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Computer Chess
Computer chess includes both hardware (dedicated computers) and software capable of playing chess. Computer chess provides opportunities for players to practice even in the absence of human opponents, and also provides opportunities for analysis, entertainment and training. Computer chess applications that play at the level of a chess master or higher are available on hardware from supercomputers to smart phones. Standalone chess-playing machines are also available. Stockfish, GNU Chess, Fruit, and other free open source applications are available for various platforms. Computer chess applications, whether implemented in hardware or software, utilize different strategies than humans to choose their moves: they use heuristic methods to build, search and evaluate trees representing sequences of moves from the current position and attempt to execute the best such sequence during play. Such trees are typically quite large, thousands to millions of nodes. The computational speed ...
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Heuristic (computer Science)
In mathematical optimization and computer science, heuristic (from Greek εὑρίσκω "I find, discover") is a technique designed for solving a problem more quickly when classic methods are too slow for finding an approximate solution, or when classic methods fail to find any exact solution. This is achieved by trading optimality, completeness, accuracy, or precision for speed. In a way, it can be considered a shortcut. A heuristic function, also simply called a heuristic, is a function that ranks alternatives in search algorithms at each branching step based on available information to decide which branch to follow. For example, it may approximate the exact solution. Definition and motivation The objective of a heuristic is to produce a solution in a reasonable time frame that is good enough for solving the problem at hand. This solution may not be the best of all the solutions to this problem, or it may simply approximate the exact solution. But it is still valuable b ...
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Alpha-beta Pruning
Alphabeta is an Israeli musical group. Alphabeta or Alpha Beta may also refer to: *The Greek alphabet, from ''Alpha'' (Αα) and ''Beta'' (Ββ), the first two letters *Alpha Beta, a former chain of Californian supermarkets *Alpha and beta anomers (chemistry) *Alpha–beta pruning, a type of search algorithm *Alpha-beta transformation, a mathematical transformation in electrical engineering *Alpha-beta unsaturated carbonyl compounds, a class of organic compounds *Alpha beta filter, a predictive filter *Alpha (finance) and Beta (finance), two measures characterizing the return of an investment portfolio *The Alpha Betas, a fraternity in the ''Revenge of the Nerds'' film series *''Alpha Betas,'' an animated webseries created by Chris Bruno and David Howard Lee starring Evan Fong Evan Fong (born 31 May 1992), known online as VanossGaming (or simply Vanoss), is a Canadian internet personality, video game commentator, music producer, and DJ. He posts montage-style videos on YouTube ...
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Search Algorithm
In computer science, a search algorithm is an algorithm designed to solve a search problem. Search algorithms work to retrieve information stored within particular data structure, or calculated in the search space of a problem domain, with either discrete or continuous values. algorithms are Although search engines use search algorithms, they belong to the study of information retrieval, not algorithmics. The appropriate search algorithm often depends on the data structure being searched, and may also include prior knowledge about the data. Search algorithms can be made faster or more efficient by specially constructed database structures, such as search trees, hash maps, and database indexes. Search algorithms can be classified based on their mechanism of searching into three types of algorithms: linear, binary, and hashing. Linear search algorithms check every record for the one associated with a target key in a linear fashion. Binary, or half-interval, searches repeatedly ...
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Alpha-beta Pruning
Alphabeta is an Israeli musical group. Alphabeta or Alpha Beta may also refer to: *The Greek alphabet, from ''Alpha'' (Αα) and ''Beta'' (Ββ), the first two letters *Alpha Beta, a former chain of Californian supermarkets *Alpha and beta anomers (chemistry) *Alpha–beta pruning, a type of search algorithm *Alpha-beta transformation, a mathematical transformation in electrical engineering *Alpha-beta unsaturated carbonyl compounds, a class of organic compounds *Alpha beta filter, a predictive filter *Alpha (finance) and Beta (finance), two measures characterizing the return of an investment portfolio *The Alpha Betas, a fraternity in the ''Revenge of the Nerds'' film series *''Alpha Betas,'' an animated webseries created by Chris Bruno and David Howard Lee starring Evan Fong Evan Fong (born 31 May 1992), known online as VanossGaming (or simply Vanoss), is a Canadian internet personality, video game commentator, music producer, and DJ. He posts montage-style videos on YouTube ...
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Minimax Algorithm
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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Game Tree
In the context of Combinatorial game theory, which typically studies sequential games with perfect information, a game tree is a graph representing all possible game states within such a game. Such games include well-known ones such as chess, checkers, Go, and tic-tac-toe. This can be used to measure the complexity of a game, as it represents all the possible ways a game can pan out. Due to the large game trees of complex games such as chess, algorithms that are designed to play this class of games will use partial game trees, which makes computation feasible on modern computers. Various methods exist to solve game trees. If a complete game tree can be generated, a deterministic algorithm, such as backward induction or retrograde analysis can be used. Randomized algorithms and minimax algorithms such as MCTS can be used in cases where a complete game tree is not feasible. Understanding the game tree To better understand the game tree, it can be thought of as a technique for an ...
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Null Move
In game theory, a null move or pass is a decision by a player to not make a move when it is that player's turn to move. Even though null moves are against the rules of many games, they are often useful to consider when analyzing these games. Examples of this include the analysis of zugzwang (a situation in chess or other games in which a null move, if it were allowed, would be better than any other move), and the null-move heuristic in game tree In the context of Combinatorial game theory, which typically studies sequential games with perfect information, a game tree is a graph representing all possible game states within such a game. Such games include well-known ones such as chess, check ... analysis (a method of pruning game trees involving making a null move and then searching to a lower depth).. The reason a reduced-depth null move is effective in game tree alpha-beta search reduction is that tactical threats tend to show up very quickly, in just one or two moves. If the oppon ...
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Chess
Chess is a board game for two players, called White and Black, each controlling an army of chess pieces in their color, with the objective to checkmate the opponent's king. It is sometimes called international chess or Western chess to distinguish it from related games, such as xiangqi (Chinese chess) and shogi (Japanese chess). The recorded history of chess goes back at least to the emergence of a similar game, chaturanga, in seventh-century India. The rules of chess as we know them today emerged in Europe at the end of the 15th century, with standardization and universal acceptance by the end of the 19th century. Today, chess is one of the world's most popular games, played by millions of people worldwide. Chess is an abstract strategy game that involves no hidden information and no use of dice or cards. It is played on a chessboard with 64 squares arranged in an eight-by-eight grid. At the start, each player controls sixteen pieces: one king, one queen, two rooks, t ...
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Ply (game Theory)
Ply, Pli, Plies or Plying may refer to: Common uses * Ply (layer), typically of paper or wood ** Plywood, made of layers of wood ** Tire ply, a layer of cords embedded in the rubber of a tire Places * Plymouth railway station, England, station code PLY *Plymouth Municipal Airport (Indiana), IATA airport code PLY People * Plies (rapper), American rapper Arts, entertainment, and media * Ply (game theory), a turn in game play * PLY (postnominal), a postnominal for athletes that participate in the Paralympic Games Computing and technology * PLY (file format) or Polygon File Format * PLY (Python Lex-Yacc), a parsing tool for Python * Plying In the textile arts, plying (from the French verb ''plier'', "to fold", from the Latin verb ''plico'', from the ancient Greek verb .) is a process of twisting one or more strings (called strands) of yarn together to create a stronger yarn. Strands ...
, a spinning technique to make yarn {{disambig ...
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Zugzwang
Zugzwang (German for "compulsion to move", ) is a situation found in chess and other turn-based games wherein one player is put at a disadvantage because of their obligation to make a move; a player is said to be "in zugzwang" when any legal move will worsen their position. Although the term is used less precisely in games such as chess, it is used specifically in combinatorial game theory to denote a move that directly changes the outcome of the game from a win to a loss. Putting the opponent in zugzwang is a common way to help the superior side win a game, and in some cases it is necessary in order to make the win possible. The term ''zugzwang'' was used in German chess literature in 1858 or earlier, and the first known use of the term in English was by World Champion Emanuel Lasker in 1905. The concept of zugzwang was known to chess players many centuries before the term was coined, appearing in an endgame study published in 1604 by Alessandro Salvio, one of the first writers ...
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Nathan Netanyahu
Nathan S. Netanyahu ( he, נָתָן נְתַנְיָהוּ; born 28 November 1951) is an Israeli computer scientist, a professor of computer science at Bar-Ilan University. Netanyahu is the son of mathematician Elisha Netanyahu and Supreme Court of Israel justice Shoshana Netanyahu, the nephew of historian Benzion Netanyahu, and the cousin of former Prime Minister of Israel Benjamin Netanyahu. He did his graduate studies at the University of Maryland, College Park, earning a Ph.D. in 1992 under the supervision of David Mount and Azriel Rosenfeld. Netanyahu has co-authored highly cited research papers on nearest neighbor search and k-means clustering.. He has published many papers on computer chess, was the local organizer of the 12th World Computer Chess Championship in 2004, and was program co-chair for the 4th International Conference on Computers and Games, colocated with the WCCC. Another frequent topic in his research is image registration Image registration is the process ...
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