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This article documents the progress of significant human–computer chess matches.. Chess computers were first able to beat strong chess players in the late 1980s. Their most famous success was the victory of Deep Blue over then World Chess Champion Garry Kasparov in 1997, but there was some controversy over whether the match conditions favored the computer.
The Brains in Bahrain was an eight-game chess match between human chess grandmaster, and then World Champion, Vladimir Kramnik and the computer program Deep Fritz 7, held in October 2002. The match ended in a tie 4–4, with two wins for each participant and four draws , worth half a point each.
Sargon III allots a time budget based on which level of play is chosen. [2] It has nine levels, each of which can be played in hard or easy mode. [3] It has an average response time of five seconds per move on the lowest level, and an unlimited amount of time on the highest level. [4]
The event is organized by the International Computer Games Association (ICGA, until 2002 ICCA [1]). It is often held in conjunction with the World Computer Speed Chess Championship and the Computer Olympiad, a collection of computer tournaments for other board games. Instead of using engine protocols, the games are played on physical boards by ...
CCRL (Computer Chess Rating Lists) is an organisation that tests computer chess engines' strength by playing the programs against each other. CCRL was founded in 2006 to promote computer-computer competition and tabulate results on a rating list.
Microchess is a chess program that allows the user to play against a low-level computer opponent. Earlier versions of the game did not have video output: the player would use the keyboard to enter moves using a custom notation, and the program would provide its replies using the same notation. [1]
Turochamp simulates a game of chess against the player by accepting the player's moves as input and outputting its move in response. The program's algorithm uses a heuristic to determine the best move to make, calculating all potential moves that it can make, then all of the potential player responses that could be made in turn, as well as further "considerable" moves, such as captures of ...