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An evaluation function for simple king and pawn endingsPiasetski, Leon January 1977 (has links)
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A special purpose computer architecture for depth-first state-space searchMcGregor, John Andrew January 1987 (has links)
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Parallel Search of Chess Game TreesJones, Mark T. January 1978 (has links)
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The symbiotic use of neural nets in search algorithmsMilner, Stephen Darren January 2001 (has links)
No description available.
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A case study on logging visual activities: Chess game/Ozan, Şükrü. Gümüştekin, Şevket January 2005 (has links) (PDF)
Thesis (Master)--İzmir Institute of Technology, İzmir, 2005. / Keywords: Chess, logging visual activities. Includes bibliographical references (leaves. 46-47).
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Distance toward the unification of chess knowledge /Snyder, Richard. January 1993 (has links)
Thesis (M.S.)--University of California, Santa Cruz, 1993. / Typescript. Includes bibliographical references (leaves 58-59).
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The development and testing of an adaptive pattern-oriented chess systemGould, Jeffrey Bennett. January 1992 (has links)
Thesis (M.S.)--University of California, Santa Cruz, 1992. / Typescript. Includes bibliographical references (leaves 44-46).
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A case study in object-oriented development: code reuse for two computer gamesScott, Roger E. 16 December 2009 (has links)
A case study of the object-oriented development of two computer games using commercially available products was conducted. The games were constructed for use on Apple Macintosh computers using a C+ + like programming language and an accompanying object-oriented class library. Object-oriented techniques are compared with procedure oriented techniques, and benefits of object-oriented techniques for code reuse are introduced. The reuse of object-oriented code within a target domain of applications is discussed, with examples drawn from the reuse of specific functions between the two games. Other reuse topics encountered in the development effort which are discussed: reuse of operating system routines, reuse of code provided by an object-oriented class library, and reuse of code to provide functions needed for a graphical user interface. / Master of Science
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THE DESIGN AND IMPLEMENTATION OF AN ADAPTIVE CHESS GAMEPeiravi, Mehdi 01 September 2015 (has links)
In recent years, computer games have become a common form of entertainment. Fast advancement in computer technology and internet speed have helped entertainment software developers to create graphical games that keep a variety of players’ interest. The emergence of artificial intelligence systems has evolved computer gaming technology in new and profound ways. Artificial intelligence provides the illusion of intelligence in the behavior of NPCs (Non-Playable-Characters). NPCs are able to use the increased CPU, GPU, RAM, Storage and other bandwidth related capabilities, resulting in very difficult game play for the end user. In many cases, computer abilities must be toned down in order to give the human player a competitive chance in the game. This improves the human player’s perception of fair game play and allows for continued interest in playing. A proper adaptive learning mechanism is required to further this human player’s motivation. During this project, past achievements of adaptive learning on computer chess game play are reviewed and adaptive learning mechanisms in computer chess game play is proposed. Adaptive learning is used to adapt the game’s difficulty level to the players’ skill levels. This adaptation is done using the player’s game history and current performance. The adaptive chess game is implemented through the open source chess game engine Beowulf, which is freely available for download on the internet.
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Representation of knowledge for chess endgames : towards a self-improving system.Bramer, Max Arthur. January 1977 (has links)
Thesis (Ph. D.)--Open University. BLDSC no. D22379/78.
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