Tytuł artykułu
Autorzy
Identyfikatory
Warianty tytułu
Języki publikacji
Abstrakty
“Chess for three” is an interesting chess variant, but it is still a bit underrated. This paper describes game rules shortly and proposes bitboard representation, which can be used by a computer chess program in the move generation procedure. Top-rated chess programs (e.g. Stockfish, Rybka) use it, therefore author decided to adapt it in hope of getting similar performance. Array representation is also discussed to show its drawbacks in this case.
Słowa kluczowe
Rocznik
Tom
Strony
64--71
Opis fizyczny
Bibliogr. 13 poz., rys., tab.
Twórcy
autor
- Faculty of Computer Science and Information Technology, West Pomeranian University of Technology, Szczecin, Poland
Bibliografia
- [1] Pritchard, D.: Popular Chess Variants. Batsford Chess Books. B.T. Batsford, 2000. ISBN 9780713485783.
- [2] Marinelli, F.: Triple chess. A.J. Valpy, 1826.
- [3] Trząski, W.: Chess for three (in Polish). Wydawnictwo Profesjonalnej Szkoły Biznesu, 2001. ISBN 8372300526.
- [4] Hyatt, R.: Chess program board representations. https:// cis.uab.edu/ hyatt/boardrep.html. Accessed: 2015-06-15.
- [5] Adelson-Velskii, G., Arlazarov, V., Bitman, A., Zhivotovskii, A., Uskov, A.: Programming a computer to play chess. Russian Mathematical Surveys, 25, pp. 221–262, 1970.
- [6] Frey, P.: Chess Skill in Man and Machine. Springer New York, 2012. ISBN 9781461255154.
- [7] Grimbergen, R.: Using Bitboards for Move Generation in Shogi. ICGA Journal, 30(1), pp. 25–34, 2007.
- [8] Leiserson, C., Prokop, H., Randall, K.: Using de Bruijn Sequences to Index a 1 in a Computer Word, 1998.
- [9] Heinz, E.: How DarkThought Plays Chess. ICCA Journal, 20(3), pp. 166–176, 1997.
- [10] Hyatt, R.: Rotated bitmaps, a new twist on an old idea. ICCA Journal, 22(4), pp. 213–222, 1999.
- [11] Luckhartd, C., Irani, K.: An Algorithmic Solution of N-Person Games. In: AAAI’86, pp. 158–162. 1986.
- [12] Schadd, M., Winands, M.: Best-Reply Search for Multiplayer Games. IEEE Transactions on Computational Intelligence and AI in Games, 3(1), pp. 57–66, 2011.
- [13] Sturtevant, N., Korf, R.: On Pruning Techniques for Multi-Player Games. In: AAAI/IAAI’00, pp. 201–207. 2000.
Typ dokumentu
Bibliografia
Identyfikator YADDA
bwmeta1.element.baztech-37c705a0-9670-4308-b5b2-b27319b06a68