KUBAT, Miroslav and Jan ŽIŽKA. Learning Middlegame Patterns in Chess: A Case Study. In Proceedings of the 13th International Conference on Industrial & Engineering Applications of AI & Expert Systems. New Orleans, LA, U.S.A.: Springer Verlag, 2000, p. 426-433. LNCS.
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Basic information
Original name Learning Middlegame Patterns in Chess: A Case Study.
Authors KUBAT, Miroslav and Jan ŽIŽKA.
Edition New Orleans, LA, U.S.A. Proceedings of the 13th International Conference on Industrial & Engineering Applications of AI & Expert Systems, p. 426-433, LNCS, 2000.
Publisher Springer Verlag
Other information
Original language English
Type of outcome Proceedings paper
Field of Study 20200 2.2 Electrical engineering, Electronic engineering, Information engineering
Country of publisher United States of America
Confidentiality degree is not subject to a state or trade secret
Organization unit Faculty of Informatics
Keywords in English machine learning; pattern recognition; computer chess
Tags computer chess, machine learning, pattern recognition
Changed by Changed by: doc. Ing. Jan Žižka, CSc., učo 2431. Changed: 23/2/2001 17:18.
Abstract
Experiments with a program that learns to classify chessboard positions that permit the bishop sacrifice at h7. Discussed are some problems pertaining to the collection of training examples, their representation, and preclassification.
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