10 MAR 2019 by ideonexus
Tablebases
t. In 1977, Thompson showed up at the World Computer Chess Championship th a new creation, a database that played the king and queen versus king and rook endgame perfectly. (KQKR is the abbreviation.) It wasn'1 an engine; there was no thinking required. Thompson had generated a database that essentially solved chess backwards, what we call retrograde analysis. It started from checkmate and worked its way back until it contained every single possible position with that material balance. Then i...Folksonomies: asymmetrical thinking
Folksonomies: asymmetrical thinking
10 MAR 2019 by ideonexus
How Computational Review of Chess Games Revealed Narrativ...
Paradoxically, when other top players wrote about games in magazines and newspaper columns they often made more mistakes in their commentary than the players had made at the board. Even when the players themselves published analyses of their own games they were often less accurate than when they were playing the game. Strong moves were called errors, weak moves were praised. It was not only a few cases of journalists who were lousy players failing to comprehend the genius of the champions, or...10 MAR 2019 by ideonexus
Asymmetrical Psychology: Computers Use Knights Better Tha...
e. Chess players have the most trouble visualizing the moves of knights because their move is unlike anything else in the game, an L-shaped hop instead of a predictable straight line like the other pieces. Computers, of course, don't visualize anything at all, and so manage every piece with equal skill. I believe it was Bent Larsen, the first GM victim of a computer in tournament play, who stated that computers dropped a few hundred rating points if you eliminated their knights. This is an ex...Folksonomies: computational thinking asymmetrical psychology
Folksonomies: computational thinking asymmetrical psychology
27 JUL 2018 by ideonexus