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Princess (chess)
The princess is a fairy chess piece that can move like a bishop or a knight. It cannot jump over other pieces when moving as a bishop but may do so when moving as a knight. The piece has acquired many names and is frequently called archbishop or cardinal; it may also simply be called the bishop+knight compound. Chess moves in this article use ''A'' as notation for the princess. Movement The princess can move as a bishop or a knight. History and nomenclature The princess is one of the most simply described fairy chess pieces and as such has a long history and has gone by many names. It was first used in Turkish Great Chess, a large medieval variant of chess, where it was called the ''vizir'' (not to be confused with the piece more commonly referred to as the wazir today, which is the (1,0) leaper). It was introduced in the West with Carrera's chess, a chess variant from 1617, where it was called a ''centaur'', and has been used in many chess variants since then. The n ...
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Chess Alt45
Chess is a board game for two players, called White and Black, each controlling an army of chess pieces in their color, with the objective to checkmate the opponent's king. It is sometimes called international chess or Western chess to distinguish it from related games, such as xiangqi (Chinese chess) and shogi (Japanese chess). The recorded history of chess goes back at least to the emergence of a similar game, chaturanga, in seventh-century India. The rules of chess as we know them today emerged in Europe at the end of the 15th century, with standardization and universal acceptance by the end of the 19th century. Today, chess is one of the world's most popular games, played by millions of people worldwide. Chess is an abstract strategy game that involves no hidden information and no use of dice or cards. It is played on a chessboard with 64 squares arranged in an eight-by-eight grid. At the start, each player controls sixteen pieces: one king, one queen, two rooks, two bi ...
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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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Ralph Betza
Ralph Betza (born 1945) is a FIDE Master and inventor of chess variants such as Chess with different armies, Avalanche chess, and Way of the Knight. Invented chess variants * Multiplayer Chess (date unknown) * High-Low Chess (1968) * Strange Relay Chess (1970s) * Coordinate Chess (or Co-Chess) (1973) * Conversion Chess (1973) * Co-Relay Chess (1973) * Double Conversion Chess (1973) * Heterocoalescence Chess (1973) by Philip Cohen, based on an idea by Betza * Inverter Chess (or Switch Chess) (1973) * Metamorphosis (c. 1973) * Pinwheel Chess (1973) * Reversion Conversion Chess (1973) * Transportation Chess (or Transchess) (1973) * Watergate Chess (1973) * Weak! (1973) * Biflux Chess (1974) a variant of Co-Chess * Brownian Motion Chess (1974) * Cassandra Chess (1974) * Orbital Chess (1974) * Overloader/Restorer Chess (O/R Chess) (1974) * Put-back Transchess (1974) * Almost Chess (1977) * Ambition Chess (1977) * Autorifle Chess (1977) after Bill Rawlings * Avalanche Chess ...
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The Chess Variant Pages
''The Chess Variant Pages'' is a non-commercial website devoted to chess variants. It was created by Hans Bodlaender in 1995. The site is "run by hobbyists for hobbyists" and is "the most wide-ranging and authoritative web site on chess variants". The site contains a large compilation of games with published rules. The aims of the site are to educate readers about chess variants, encourage gameplay, and provide a place for free discussion. The site has featured game competitions as well as variant design competitions, and provides facilities for publishing documents. Numerous files are available for playing variants using the Zillions of Games proprietary software engine. The site also features The Game Courier software developed by Fergus Duniho which can be used to play almost any variant. There is also an extensive encyclopedia of fairy chess piece A fairy chess piece, variant chess piece, unorthodox chess piece, or heterodox chess piece is a chess piece not used in conven ...
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Queen (chess)
The queen (♕, ♛) is the most powerful piece in the game of chess. It can move any number of squares vertically, horizontally or , combining the powers of the rook and bishop. Each player starts the game with one queen, placed in the middle of the first next to the king. Because the queen is the strongest piece, a pawn is promoted to a queen in the vast majority of cases. The predecessor to the queen is the '' ferz'', a weak piece only able to move or capture one step diagonally, originating from the Persian game of shatranj. The modern queen gained its power and its modern move in Spain in the 15th century during Isabella I's reign, perhaps inspired by her great political power. Placement and movement The white queen starts on d1, while the black queen starts on d8. With the chessboard oriented correctly, the white queen starts on a white square and the black queen starts on a black square—thus the mnemonics "queen gets her color", "queen on er wncolor", or "t ...
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Amazon (chess)
The amazon, also known as the queen+knight compound, is a fairy chess piece that can move like a queen or a knight. It may thus be considered the sum of all orthodox chess pieces other than the king and the pawn. The amazon can force checkmate on an enemy king without the help of any other friendly piece. Chess moves in this article use ''A'' as notation for the amazon. Movement The amazon's movement combines those of the queen and the knight. Thus, it may move to any square on the same rank, file, or diagonal as long as it does not jump, or it may move to any of the nearest squares not on the same rank, file, or diagonal. History The amazon is one of the most simply described fairy chess pieces and as such has a long history and has gone by many names. It was first used in Turkish Great Chess, a large medieval variant of chess, where it was called the ''giraffe''. Later, it was widely experimented with in the Middle Ages to replace the slow ferz, and it competed with the mo ...
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Chess Symbols (Unicode Block)
Chess Symbols is a Unicode block containing characters for fairy chess and related notations beyond the basic Western chess symbols in the Miscellaneous Symbols block, as well as symbols representing game pieces for xiangqi ''Xiangqi'' (; ), also called Chinese chess or elephant chess, is a strategy board game for two players. It is the most popular board game in China. ''Xiangqi'' is in the same family of games as '' shogi'', '' janggi'', Western chess, '' c ... (Chinese chess). Block History The following Unicode-related documents record the purpose and process of defining specific characters in the Chess Symbols block: References {{reflist Unicode blocks Unicode blocks with characters for games Xiangqi Fairy chess ...
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Unicode
Unicode, formally The Unicode Standard,The formal version reference is is an information technology standard for the consistent encoding, representation, and handling of text expressed in most of the world's writing systems. The standard, which is maintained by the Unicode Consortium, defines as of the current version (15.0) 149,186 characters covering 161 modern and historic scripts, as well as symbols, emoji (including in colors), and non-visual control and formatting codes. Unicode's success at unifying character sets has led to its widespread and predominant use in the internationalization and localization of computer software. The standard has been implemented in many recent technologies, including modern operating systems, XML, and most modern programming languages. The Unicode character repertoire is synchronized with ISO/IEC 10646, each being code-for-code identical with the other. ''The Unicode Standard'', however, includes more than just the base code. Along ...
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Larry Kaufman
Lawrence Charles Kaufman (born November 15, 1947) is an American chess and shōgi player. In chess, he was awarded the title Grandmaster by FIDE for winning the 2008 World Seniors Championship (which he later retroactively shared with Mihai Suba). Kaufman had been previously awarded the title International Master in 1980. Background A longtime researcher in computer chess, Kaufman has made several contributions to chess-related works. He helped write the opening book for the pioneering program Mac Hack, co-developed Socrates II and its commercial adaptation, Kasparov's Gambit, edited the journal ''Computer Chess Reports'', and worked on many other research and commercial chess engines. He is also known for his work on computer chess engine Rybka 3, and several books and articles, includinThe Evaluation of Material Imbalances He helped develop the chess program Komodo with Don Dailey, with whom he had worked on the Socrates series of programs. After Dailey's death in ...
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Chess With Different Armies
Chess with different armies (or Betza's Chess or Equal Armies) is a chess variant invented by Ralph Betza in 1979. Two sides use different sets of fairy pieces. There are several armies of equal strength to choose from, including the standard FIDE army. In all armies, kings and pawns are the same as in FIDE chess, but the four other pieces are different. Rules and armies Before the game players choose their armies in a certain way, predefined by tournament rules. This can be done either randomly or secretly by both players. Each player has a choice of 4 armies: the ''Fabulous FIDEs'', which are the standard chess pieces, the ''Colorbound Clobberers'', the ''Nutty Knights'', and the ''Remarkable Rookies''. All armies are designed to be equal in strength but have significantly different properties. Kings and pawns move the same as in chess for all armies. Pawns can only promote to pieces of either army on the board at the start. Castling is done as in standard chess with the ...
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Checkmate
Checkmate (often shortened to mate) is any game position in chess and other chess-like games in which a player's king is in check (threatened with ) and there is no possible escape. Checkmating the opponent wins the game. In chess, the king is never actually captured—the player loses as soon as the player's king is checkmated. In formal games, it is usually considered good etiquette to resign an inevitably lost game before being checkmated. If a player is not in check but has no legal move, then it is ''stalemate'', and the game immediately ends in a draw. A checkmating move is recorded in algebraic notation using the hash symbol "#", for example: 34.Qg3#. Examples A checkmate may occur in as few as two moves on one side with all of the pieces still on the board (as in Fool's mate, in the opening phase of the game), in a middlegame position (as in the 1956 game called the Game of the Century between Donald Byrne and Bobby Fischer), or after many moves with as few a ...
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Self-play (reinforcement Learning Technique)
Self-play is a technique for improving the performance of reinforcement learning agents. Intuitively, agents learn to improve their performance by playing "against themselves". Definition and motivation In multi-agent reinforcement learning experiments, researchers try to optimize the performance of a learning agent on a given task, in cooperation or competition with one or more agents. These agents learn by trial-and-error, and researchers may choose to have the learning algorithm play the role of two or more of the different agents. When successfully executed, this technique has a double advantage: # It provides a straightforward way to determine the actions of the other agents, resulting in a meaningful challenge. # It increases the amount of experience that can be used to improve the policy, by a factor of two or more, since the viewpoints of each of the different agents can be used for learning. Usage Self-play is used by the AlphaZero program to improve its perform ...
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