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  2. Zugzwang - Wikipedia

    en.wikipedia.org/wiki/Zugzwang

    Zugzwang (from German 'compulsion to move'; pronounced [ˈtsuːktsvaŋ]) is a situation found in chess and other turn-based games wherein one player is put at a disadvantage because of their obligation to make a move; a player is said to be "in zugzwang" when any legal move will worsen their position.

  3. Killer heuristic - Wikipedia

    en.wikipedia.org/wiki/Killer_heuristic

    In competitive two-player games, the killer heuristic is a move-ordering method based on the observation that a strong move or small set of such moves in a particular position may be equally strong in similar positions at the same move (ply) in the game tree. Retaining such moves obviates the effort of rediscovering them in sibling nodes.

  4. Chess annotation symbols - Wikipedia

    en.wikipedia.org/wiki/Chess_annotation_symbols

    An exclamation point "!" indicates a good move, [2] especially one that is surprising or requires particular skill. The symbol may also be interpreted as "best move". Annotators are usually somewhat conservative with the use of this symbol; it is not usually awarded to obvious moves that capture material or deliver checkmate.

  5. Turochamp - Wikipedia

    en.wikipedia.org/wiki/Turochamp

    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 ...

  6. Null-move heuristic - Wikipedia

    en.wikipedia.org/wiki/Null-move_heuristic

    The faster the program produces cutoffs, the faster the search runs. The null-move heuristic is designed to guess cutoffs with less effort than would otherwise be required, whilst retaining a reasonable level of accuracy. The null-move heuristic is based on the fact that most reasonable chess moves improve the position for the side that played ...

  7. Endgame tablebase - Wikipedia

    en.wikipedia.org/wiki/Endgame_tablebase

    DTZ is the only metric which supports the fifty-move rule as it determines the distance to a "zeroing-move" (i.e. a move which resets the move count to zero under the fifty-move rule). [35] By definition, all "won" positions will always have DTZ ≤ {\displaystyle \leq } DTC ≤ {\displaystyle \leq } DTM.

  8. First-move advantage in chess - Wikipedia

    en.wikipedia.org/wiki/First-move_advantage_in_chess

    Wilhelm Steinitz, who in 1889 claimed chess is a draw with best play. In chess, there is a consensus among players and theorists that the player who makes the first move has an inherent advantage, albeit not one large enough to win with perfect play.

  9. Zwischenzug - Wikipedia

    en.wikipedia.org/wiki/Zwischenzug

    Such a move is also called an intermezzo [3] (lit. ' intermediate move ') [4] or in-between move. [5] [6] When the intermediate move is a check, it is sometimes called an in-between check, [7] zwischenschach, [8] or zwischen-check. [9] As with any fairly common chess tactic, it is impossible to pinpoint when the first zwischenzug was played.