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ChessMaps

Home * Engines * ChessMaps

ChessMaps,
a research chess playing program by Kieran Greer, written in C#. It is testbed for dynamic move ordering heuristics such as the Chessmaps Heuristic 1 2. The program requires the .NET Framework and has an own Windows GUI. The ChessMaps manual credits Beowulf for providing the opening book.

Contents
  1. Screenshot
  2. Quotes
  3. See also
  4. Publications
  5. External Links
  6. References

Screenshot

text-bottom\ Current ChessMaps GUI 3

Quotes

Kieran Greer's more recent research on Tree Pruning for New Search Techniques in Computer Games with move chains has been carried out using Chessmaps 4:

The Chessmaps program is still only a prototype program and is missing modules or functions that would be included in a complete program. There is no real knowledge of endgame play, for example, where the program will tend to play more aimlessly and be happy to concede a draw by repetition, in a clearly winning position. On the other hand, in certain middlegame positions where its positional evaluator should work well, it does play strongly. It is still a bit buggy and can produce errors, but the testing and results have been performed under reliable circumstances. So a rough evaluation of playing strength might be a strong club player, although, this is not particularly strong for computer chess programs these days. 

See also

  • Chess Engines with Neural Networks
  • Learning Chess Programs

Publications

  • Kieran Greer, Piyush Ojha, David A. Bell (1999). A Pattern-Oriented Approach to Move Ordering: the Chessmaps Heuristic. ICCA Journal, Vol. 22, No. 1
  • Kieran Greer (2000). Computer chess move-ordering schemes using move influence. Artificial Intelligence, Vol. 120, No. 2
  • Kieran Greer (2012). Tree Pruning for New Search Techniques in Computer Games. Advances in Artificial Intelligence, Vol. 2013
  • Kieran Greer (2014). Dynamic Move Chains – a Forward Pruning Approach to Tree Search in Computer Chess. arXiv:1403.0778 » Pruning
  • Kieran Greer (2015-2018). A More Human Way to Play Computer Chess. arXiv:1503.04333v4

External Links

  • Distributed Computing Systems - Research

References

Up one level


  1. Kieran Greer, Piyush Ojha, David A. Bell (1999). A Pattern-Oriented Approach to Move Ordering: the Chessmaps Heuristic. ICCA Journal, Vol. 22, No. 1↩︎

  2. Kieran Greer (2000). Computer chess move-ordering schemes using move influence. Artificial Intelligence, Vol. 120, No. 2↩︎

  3. Distributed Computing Systems - Research↩︎

  4. Kieran Greer (2012). Tree Pruning for New Search Techniques in Computer Games. Advances in Artificial Intelligence, Vol. 2013↩︎

Categories: C sharp · NN · X86 · PC · Windows

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Contributors: GerdIsenberg.

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