TABLE OF
CONTENTS
Table of Contents..................................................................................................................................................................
53
The Interpretation
of Rules (H.J. van den
Herik) ............................................................................................................. 53
A New Implementation of Error Analysis in Game
Trees (U. Lorenz)........................................................................... 55
Computer Analysis of
World Chess Champions (M. Guid and
Notes: ..................................................................................................................................................................................
74
Never-Ending
Moves in Bao (T. Kronenburg,
H.H.L.M. Donkers, and A.J. de Voogt)............................. 74
Chess
Endgame News (G.McC.
Review: ...................................................................................................................................................................................
80
Finally, History Repeats Itself
Correctly (D. Hartmann) ................................................................................ 80
Information for
Contributors................................................................................................................................................
82
News,
Information, Tournaments, and Reports:............................................................................................................... 83
The 14th World
Computer-Chess Championship (H.J. van den Herik and J.W. Hellemons)...................... 83
Hardware Overview (Y.
Björnsson)............................................................................................................ 94
The 11th
World Computer Speed-Chess Championship ......................................................................... 94
The 11th Computer
Olympiad (H.J. van den Herik and J.W.
Hellemons)...................................................... 95
Crazy Stone Wins 9x9 Go Tournament (R. Coulom
and K. Chen)................................................... 96
GnuGo Wins 19x19 Go Tournament
(R. Coulom and K. Chen)............................................................. 98
NeuChess Wins Chinese-Chess
Tournament (S-J. Yen and S-C. Hsu)............................................ 100
TD King Wins Draughts 10x10 Tournament (T. Tillemans)................................................................ 102
Yss Wins Shogi
Tournament (T. Hashimoto)........................................................................................ 105
Pan Wins Clobber Tournament (M. Winands)..................................................................................... 106
Darkboard Wins Kriegspiel Tournament (P. Ciancarini and G.P. Favini).................................... 108
The 6th International
CSVN Tournament (Th. van der Storm)....................................................................... 110
Calendar of Computer-Games
Events in 2006.................................................................................................. 111
The 5th Computer and
Games Conference 2006 (M. Guid)............................................................................. 112
The ICGA Treasurer’s Report for
2005 (H. Iida)............................................................................................. 113
The 2004 and 2005 ICGA Journal
Award Recipients (The Board of ICGA) ............................................... 114
MICC-IKAT (H.J.
van den Herik) ..................................................................................................................... 114
The Swedish Rating List
(T. Karlsson)............................................................................................................. 115
How the ICGA Journal Reaches You................................................................................................................................
116
THE INTERPRETATION OF RULES
The origin of computer chess is –
as we all agree – in von Kempelen’s Turk, for the first time presented to
Maria Theresia at the Court in
Scientists have the duty to publish their findings while for commercial ventures it is debatable (cf. the Microsoft case in the European Union); only competitors for the World Computer-Chess Champion title may have their secrets. Yet, in the latter case we enter a difficult area. Clearly, a stolen program should be excluded from competition. This is rather simple (at least in theory). A software program is tangible or material, and so it can be traced, but how about ideas? They are vague and sensible, but also understandable and many times implementable. Is there a copyright, a patent, or another legal security issue? And how would our community deal with it?
As a Tournament Director, I have experienced several of the issues mentioned above. In the 9th World Microcomputer Chess Championship (Portorož, 1989), the program Quickstep by Mr. Langer was excluded from further participation after four rounds. The reason was that the program was “an unauthorized version of the Mephisto Almeria program” (cf. ICCA Journal, Vol. 12, No. 4, pp. 232-236). In the 11th WCCC (Graz, 2003) the author of the program List refused inspection of his program code and was banned from the tournament for precisely this reason (cf. ICGA Journal, Vol. 26, No. 4, pp. 252-259).
Over the years the Board of ICGA have learned their lessons, but nevertheless they stumbled into a new case in the 14th WCCC. The story is too long for an editorial, but it is indicative for the attractiveness of computer chess and for the desire to achieve a top position in that world.
The Lion++ 1.5 team made use of Fabien Letouzey’s program Fruit. Fruit is composed from open-source software and it
unexpectedly finished in a second place in the 13th WCCC in
In the tournament report (pp. 83-93) you will find that one of the participants made a protest against Lion++ 1.5. After inspection by Yngvi Björnsson and later (independently) by Jonathan Schaeffer it was clear that the code was similar to Letouzey’s. However, the remarkable thing was that the Lion++ 1.5 team members did not deny this fact, but pointed: (a) to the credit for Letouzey as mentioned in their files, and (b) to all the newly developed routines which surrounded the ideas by Letouzey. Their interpretation of rule 2 diverged in three aspects from my interpretation. The aspects are: (1) original work, (2) application details, and (3) close derivatives. I discuss the three points briefly below.
(Ad 1) “original work of the entering developers”. If they had included Fabien Letouzey (with his permission) in the list of authors, there would have been no concerns. Since they had not done so, the discussion was on “original work”. Clearly, the main part of the program Lion++ 1.5 was not their original work. However, rule 2 had five more lines, which the team perceived as an explanation of the notion “original” (see ad 2 and ad 3).
(Ad 2) “must name (....) in the application details”. The Lion++ 1.5 team had interpreted “application” as ‘program’ and therefore they had included a file crediting the effort by Fabien Letouzey. Well done, but invisible for other people. Of course, the ICGA board had meant the ‘submission form’ should contain these names and credits. Then they could decide whether they would admit the program.
(Ad 3) “to be close derivatives”. Here the legal question arises: what is meant by “close”. The chief arbiter of the human Chess Olympiad, Geurt Gijssen, who has ample experience with World Championship matches, was consulted for interpretation. He pointed to the fact that when ‘close’ would mean “over 80 per cent”, it should be stated that way. Yet, the interpretation by Björnsson and, independently, by Schaeffer was that it was “a close derivative”.
For long-standing members of our
community – we assume – the above the interpretation of the rules is clear. In
Disregarding the Lion++ 1.5 misinterpretation of the
rules, the
Jaap van den Herik
The credits of the photographs in this
issue are to Rémi Coulom, Tsuyoshi Hashimoto, Johanna Hellemons, Jahn Takeshi
Saito, Kees Sio, Ton Tillemans, and Shi-Jim Yen.
A NEW IMPLEMENTATION OF ERROR ANALYSIS IN GAME TREES1
Ulf
Lorenz2
ABSTRACT
Game-tree
search is the core element of most attempts to make computers play games. Yet
another
approach
is (1) to store all possible positions in a database, (2) to precompute the true values for all
the
positions, and (3) to extract a move with the help of a depth-one search. The
databases allow
computers
to play optimally, in the sense that they will win every game once they have
reached a
winning
position. Moreover, they will never lose from a drawn or won position. We find
the database
approach
in games such as Nine-Men’s-Morris and Connect-4, in endgames of chess, and in
many
other
settings. Nevertheless, it has been observed that the database programs do not
play strongly
when
they have to play a tournament with strong, but non-perfect human players
attending.
In
this paper, we will present an algorithm which has the perfect knowledge of a
game database
as
input, and whose task it is to bring an opponent without perfect knowledge into
trouble. The
proposed
method exploits a specialised game-tree search on top
of the database. More precisely, we
perform
an extended local look-ahead, although the true values of all positions are
known. The idea is
borrowed
from a known theoretical error analysis in game trees. It emphasises
that the combinatorial
structure
of the tree underlying a given position determines how difficult it is for a
fallible opponent
to find a correct answer. Our experiments show encouraging results.
COMPUTER ANALYSIS OFWORLD CHESS CHAMPIONS1
Matej Guid2
and Ivan Bratko2
ABSTRACT
Who is the best chess player of all time? Chess players are
often interested in this question that
has never been answered authoritatively, because it
requires a comparison between chess players
of different eras who never met across the board. In this
contribution, we attempt to make such a
comparison. It is based on the evaluation of the games
played by the World Chess Champions in
their championship matches. The evaluation is performed by
the chess-playing program CRAFTY.
For this purpose we slightly adapted CRAFTY. Our analysis takes into account the differences in
players’ styles to compensate the fact that calm positional
players in their typical games have less
chance to commit gross tactical errors than aggressive
tactical players. Therefore, we designed a
method to assess the difficulty of positions. Some of the
results of this computer analysis might be
quite surprising. Overall, the results can be nicely
interpreted by a chess expert.
NEVER-ENDING MOVES IN BAO1
ABSTRACT
For this purpose we slightly adapted CRAFTY. Our analysis takes into account the differences in
An interesting question for
Bao players is whether there are never-ending moves in Bao.
The Bao masters of
[1] MICC-IKAT, Universiteit Maastricht, P.O. Box 616, 6200 MD Maastricht, The
Netherlands.
Email: tom.kronenburg@gmail.com; donkers@micc.unimaas.nl.
[2] Department of Experimental Psychology, Universiteit Maastricht, P.O. Box 616, 6200 MD Maastricht, The Netherlands. Email: alex.devoogt@psychology.unimaas.nl.