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Colossus Chess
''Colossus Chess'' is a series of chess-playing computer programs developed by Martin Bryant, commercially released for various home computers in the 1980s. History Bryant started ''Colossus Chess'' in 1983, using his '' White Knight Mk 11'' program, winner of the 1983 European Microcomputer Chess Championship, as a basis. It was developed on an Apple II, but was first commercially released for Commodore 64 as ''Colossus Chess 2.0'' ( CDS Micro Systems, 1984). A number of releases for 8-bit microcomputers followed. Version 3.0 was released in 1984 for the Atari 8-bit family of computers (published by English Software), followed by 4.0 in 1985 which was released on most formats of the day (published by CDS). As other games of the time, the Acorn Electron implementation required that part of the screen memory be used as working space. ''Colossus Chess'' featured time-controlled play with game clocks, an opening book with 3,000 positions, and problem-solving mode that could ...
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Martin Bryant (programmer)
Martin Bryant (born 1958) is a British computer programmer known as the author of ''White Knight'' and '' Colossus Chess'', a 1980s commercial chess-playing program, and ''Colossus Draughts'', gold medal winner at the 2nd Computer Olympiad in 1990. Computer chess Bryant started developing his first chess program – later named ''White Knight'' – in 1976. This program won the European Microcomputer Chess Championship in 1983, and was commercially released, in two versions (' and ') for the BBC Micro and Acorn Electron in the early 1980s. ''White Knight'' featured a then-novel display of principal variation – called "Best line" – that would become commonplace in computer chess. Bryant used ''White Knight'' as a basis for development of '' Colossus Chess'' (1983), a chess-playing program that was published for a large number of home computer platforms in the 1980s, and was later ported to Atari ST, Amiga and IBM PC as ''Colossus Chess X''. ''Colossus Chess'' sold wel ...
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Chess Engine
In computer chess, a chess engine is a computer program that analyzes chess or chess variant positions, and generates a move or list of moves that it regards as strongest. A chess engine is usually a back end with a command-line interface with no graphics or windowing. Engines are usually used with a front end, a windowed graphical user interface such as Chessbase or WinBoard that the user can interact with via a keyboard, mouse or touchscreen. This allows the user to play against multiple engines without learning a new user interface for each, and allows different engines to play against each other. Many chess engines are now available for mobile phones and tablets, making them even more accessible. History The meaning of the term "chess engine" has evolved over time. In 1986, Linda and Tony Scherzer entered their program Bebe into the 4th World Computer Chess Championship, running it on "Chess Engine," their brand name for the chess computer hardware made, and marke ...
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Assembly Language
In computer programming, assembly language (or assembler language, or symbolic machine code), often referred to simply as Assembly and commonly abbreviated as ASM or asm, is any low-level programming language with a very strong correspondence between the instructions in the language and the architecture's machine code instructions. Assembly language usually has one statement per machine instruction (1:1), but constants, comments, assembler directives, symbolic labels of, e.g., memory locations, registers, and macros are generally also supported. The first assembly code in which a language is used to represent machine code instructions is found in Kathleen and Andrew Donald Booth's 1947 work, ''Coding for A.R.C.''. Assembly code is converted into executable machine code by a utility program referred to as an '' assembler''. The term "assembler" is generally attributed to Wilkes, Wheeler and Gill in their 1951 book '' The Preparation of Programs for an Electronic Di ...
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Chessboard
A chessboard is a used to play chess. It consists of 64 squares, 8 rows by 8 columns, on which the chess pieces are placed. It is square in shape and uses two colours of squares, one light and one dark, in a chequered pattern. During play, the board is oriented such that each player's near-right corner square is a light square. The columns of a chessboard are known as ', the rows are known as ', and the lines of adjoining same-coloured squares (each running from one edge of the board to an adjacent edge) are known as '. Each square of the board is named using algebraic, descriptive, or numeric chess notation; algebraic notation is the FIDE standard. In algebraic notation, using White's perspective, files are labeled ''a'' through ''h'' from left to right, and ranks are labeled ''1'' through ''8'' from bottom to top; each square is identified by the file and rank which it occupies. The a- through d-files comprise the , while the e- through h-files comprise the . History and evo ...
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CDS Software
CDS Software (also known as CDS Micro Systems for its earlier titles) was an independent publisher and developer of computer game software based in Doncaster, South Yorkshire, UK. History The company was founded by Ian Williams, a computer programmer from Doncaster who started developing games for the Sinclair ZX80 shortly after its launch. After the initial company success he employed Giles Hunter (A manager from Doncaster W.H Smiths) to help expand the business. He sold his company to Giles Hunter to pursue other interests in 1985. In 1985, the company launched the Blue Ribbon budget label. In 1988 CDS Software, under the CDS group of companies changed its name to Nimrod Holdings Ltd, also publishing games for the Amiga. Publishing continued under the CDS Software Label until the early 1990s. Guildhall Leisure Services The company operated as RHSCO One Limited between January 1994 and March 1994, and then as Guildhall Leisure Services between March 1994 and May 2002. As ...
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Helpmate
A helpmate is a type of chess problem in which both sides cooperate in order to achieve the goal of checkmating Black. In a helpmate in ''n'' moves, Black moves first, then White, each side moving ''n'' times, to culminate in White's ''nth'' move checkmating Black. (In a helpmate in 2 for example, sometimes abbreviated ''h#2'', the solution consists of a Black move, a White move, a second Black move, then a second White move, giving checkmate.) Although the two sides cooperate, all moves must be legal according to the rules of chess. The example problem illustrated is a helpmate in 8 (or ''h#8'') by Z. Maslar, published in ''Die Schwalbe'' in 1981. The solution is (''recall that in helpmate solutions, Black's move is given first''): :1. Kf3 Kd3 2. Bb3 Kc3 3. Ke4+ Kd2 4. Kd4 Ke2 5. Kc3 Nb4 6. Kb2 Kd2 7. Ka1 Kc1 8. Ba2 Nc2 History The first helpmate problem was by the German chess master Max Lange, published in ''Deutsche Schachzeitung'', December 1854. The problem had Whit ...
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Selfmate
A selfmate is a chess problem in which White, moving first, must force Black to deliver checkmate within a specified number of moves against their will. Selfmates were once known as sui-mates. Example The problem shown is a relatively simple example. It is a selfmate in two by Wolfgang Pauly from ''The Theory of Pawn Promotion'', 1912: White moves first and compels Black to deliver checkmate on or before Black's second move. If White can leave Black with no option but to play Bxg2#, the problem is solved. * White might try moving the bishop, but this is no good, as it will allow Black to play a non-capturing bishop move himself, delaying the mate beyond move two; * moving the knight allows the king to move; * 1.e6 allows 1...exf6 and 2...f5; * 1.f7 or 1.fxe7 allows 1...Kxg7; * 1.g8=Q or 1.g8=R are no good after 1...Bxg2+ 2.Q/Rxg2; * 1.g8=N# checkmates Black, which is entirely wrong; * 1.g8=B is also no good, since after 1...exf6 2.exf6 Bxg2+ the bishop can interpose with 3.Bd5. ...
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Chess Problem
A chess problem, also called a chess composition, is a puzzle set by the composer using chess pieces on a chess board, which presents the solver with a particular task. For instance, a position may be given with the instruction that White is to move first, and checkmate Black in two moves against any possible defence. A chess problem fundamentally differs from over-the-board play in that the latter involves a struggle between black and white, whereas the former involves a competition between the composer and the solver. Most positions which occur in a chess problem are 'unrealistic' in the sense that they are very unlikely to occur in over-the-board play. There is a good deal of specialized jargon used in connection with chess problems; see glossary of chess problems for a list. Definition The term "chess problem" is not sharply defined: there is no clear demarcation between chess compositions on the one hand and puzzles or tactical exercises on the other. In practice, however ...
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Game Clock
A chess clock consists of two adjacent clocks with buttons to stop one clock while starting the other, so that the two clocks never run simultaneously. Chess clocks are used in chess and other two-player games where the players move in turn, and in some legal settings where each side is allotted a specific amount of time for arguments. The purpose is to keep track of the total time each player takes for their own moves, and ensure that neither player overly delays the game. Chess clocks were first used extensively in tournament chess, and are often called game clocks. The first time that game clocks were used in a chess tournament was in the London 1883 tournament as invention by Thomas Bright Wilson of Manchester Chess Club. Their use has since spread to tournament Scrabble, shogi, go, and nearly every competitive two-player board game, as well as other types of games. The simplest time control is "sudden death", in which players must make a predetermined number of moves in ...
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Time Control
A time control is a mechanism in the tournament play of almost all two-player board games so that each round of the match can finish in a timely way and the tournament can proceed. Time controls are typically enforced by means of a game clock, where the times below are given per player. Time pressure (or time trouble or ''Zeitnot'') is the situation of having very little time on a player's clock to complete their remaining moves. Classification The amount of time given to each player to complete their moves will vary from game to game. However, most games tend to change the classification of tournaments according to the length of time given to the players. In chess, the categories of short time limits are: "bullet", "blitz", and "rapid". "Bullet" games are the fastest, with either a very short time limit per move (such as ten seconds) or a very short total time (such as one or two minutes). "Blitz" games typically give five to ten minutes per player, and "rapid" games give ...
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Apple II
The Apple II (stylized as ) is an 8-bit home computer and one of the world's first highly successful mass-produced microcomputer products. It was designed primarily by Steve Wozniak; Jerry Manock developed the design of Apple II's foam-molded plastic case, Rod Holt developed the switching power supply, while Steve Jobs's role in the design of the computer was limited to overseeing Jerry Manock's work on the plastic case. It was introduced by Jobs and Wozniak at the 1977 West Coast Computer Faire, and marks Apple's first launch of a personal computer aimed at a consumer market—branded toward American households rather than businessmen or computer hobbyists. ''Byte'' magazine referred to the Apple II, Commodore PET 2001, and TRS-80 as the "1977 Trinity". As the Apple II had the defining feature of being able to display color graphics, the Apple logo was redesigned to have a spectrum of colors. The Apple II is the first model in the Apple II series, followed by A ...
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White Knight Mk 11
''Colossus Chess'' is a series of chess-playing computer programs developed by Martin Bryant, commercially released for various home computers in the 1980s. History Bryant started ''Colossus Chess'' in 1983, using his '' White Knight Mk 11'' program, winner of the 1983 European Microcomputer Chess Championship, as a basis. It was developed on an Apple II, but was first commercially released for Commodore 64 as ''Colossus Chess 2.0'' (CDS Micro Systems, 1984). A number of releases for 8-bit microcomputers followed. Version 3.0 was released in 1984 for the Atari 8-bit family of computers (published by English Software), followed by 4.0 in 1985 which was released on most formats of the day (published by CDS). As other games of the time, the Acorn Electron implementation required that part of the screen memory be used as working space. ''Colossus Chess'' featured time-controlled play with game clocks, an opening book with 3,000 positions, and problem-solving mode that could s ...
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