About the Book
Please note that the content of this book primarily consists of articles available from Wikipedia or other free sources online. Pages: 56. Chapters: Deep Blue, Computer Olympiad, Brains in Bahrain, Evaluation function, Feng-hsiung Hsu, Deep Blue - Kasparov, 1996, Game 1, Endgame tablebase, Alan Kotok, Chess engine, Deep Blue versus Garry Kasparov, Human-computer chess matches, Nolot, Board representation, Bitboard, Advanced Chess, Harry Lewis Nelson, Hans Berliner, Alexander Brudno, Mephisto, Zvonko Vranesic, Deep Blue - Kasparov, 1997, Game 6, Martin Bryant, Transposition table, X-FEN, Game Over: Kasparov and the Machine, Forsyth-Edwards Notation, Quiescence search, Null-move heuristic, Swedish Chess Computer Association, Vasik Rajlich, Candidate move, Anti-computer tactics, Zobrist hashing, 14th Computer Olympiad, Medieval Kings Chess II, Larry Kaufman, Chess Engine Communication Protocol, Georgy Adelson-Velsky, Permanent brain, Los Alamos chess, Universal Chess Interface, Variation, Chess960@home, Robert Hyatt, Chess Engines Grand Tournament, Branching factor, Chess Query Language, Eugene Nalimov, Chess Crusade, Mathias Feist, Mikhail Donskoy, Late Move Reductions, International Computer Games Association, Stefan Meyer-Kahlen, Christian Donninger. Excerpt: Computer chess is computer architecture encompassing hardware and software capable of playing chess autonomously without human guidance. Computer chess acts as solo entertainment (allowing players to practice and to better themselves when no human opponents are available), as aids to chess analysis, for computer chess competitions, and as research to provide insights into human cognition. Computer Chess IC bearing the name of developer Franz Morsch (see also Deep Fritz)Chess-playing computers are now accessible to the average consumer. From the mid-70's to the present day, dedicated chess computers have been available for purchase. There are many chess engines such as Crafty, Fruit and GNU Chess that can be...