Hero Magic Chess Terkuat

Hero Magic Chess Terkuat

Can I make animated or video memes?

Yes! Animated meme templates will show up when you search in the Meme Generator above (try "party parrot"). If you don't find the meme you want, browse all the GIF Templates or upload and save your own animated template using the GIF Maker.

Microcomputer revolution

Technological advances by orders of magnitude in processing power have made the brute force approach far more incisive than was the case in the early years. The result is that a very solid, tactical AI player aided by some limited positional knowledge built in by the evaluation function and pruning/extension rules began to match the best players in the world. It turned out to produce excellent results, at least in the field of chess, to let computers do what they do best (calculate) rather than coax them into imitating human thought processes and knowledge. In 1997 Deep Blue, a brute-force machine capable of examining 500 million nodes per second, defeated World Champion Garry Kasparov, marking the first time a computer has defeated a reigning world chess champion in standard time control.

In 2016, NPR asked experts to characterize the playing style of computer chess engines. Murray Campbell of IBM stated that "Computers don't have any sense of aesthetics... They play what they think is the objectively best move in any position, even if it looks absurd, and they can play any move no matter how ugly it is." Grandmasters Andrew Soltis and Susan Polgar stated that computers are more likely to retreat than humans are.[22]

Availability and playing strength

Chess machines/programs are available in several different forms: stand-alone chess machines (usually a microprocessor running a software chess program, but sometimes as a specialized hardware machine), software programs running on standard PCs, web sites, and apps for mobile devices. Programs run on everything from super-computers to smartphones. Hardware requirements for programs are minimal; the apps are no larger than a few megabytes on disk, use a few megabytes of memory (but can use much more, if it is available), and any processor 300 Mhz or faster is sufficient. Performance will vary modestly with processor speed, but sufficient memory to hold a large transposition table (up to several gigabytes or more) is more important to playing strength than processor speed.

Most available commercial chess programs and machines can play at super-grandmaster strength (Elo 2700 or more), and take advantage of multi-core and hyperthreaded computer CPU architectures. Top programs such as Stockfish have surpassed even world champion caliber players. Most chess programs comprise a chess engine connected to a GUI, such as Winboard or Chessbase. Playing strength, time controls, and other performance-related settings are adjustable from the GUI. Most GUIs also allow the player to set up and to edit positions, to reverse moves, to offer and to accept draws (and resign), to request and to receive move recommendations, and to show the engine's analysis as the game progresses.

There are thousands of chess engines such as Sargon, IPPOLIT, Stockfish, Crafty, Fruit, Leela Chess Zero and GNU Chess which can be downloaded (or source code otherwise obtained) from the Internet free of charge.

The Fastest Meme Generator on the Planet. Easily add text to images or memes.

No Spacing Top & Bottom Top Bottom

Auto Color White Black Custom

5% 10% 15% 20% 25% 30% 35% 40% 45% 50% 55% 60% 65% 70% 75% 80% 85% 90% 95% 100%

← Background color. Click to change.

Note: font can be customized per-textbox by clicking the gear icon.

Tip: If you log in, your memes will be saved in your account

Generate Reset Save Text Box Settings

Graphical user interface

Computer chess programs usually support a number of common de facto standards. Nearly all of today's programs can read and write game moves as Portable Game Notation (PGN), and can read and write individual positions as Forsyth–Edwards Notation (FEN). Older chess programs often only understood long algebraic notation, but today users expect chess programs to understand standard algebraic chess notation.

Starting in the late 1990s, programmers began to develop separately engines (with a command-line interface which calculates which moves are strongest in a position) or a graphical user interface (GUI) which provides the player with a chessboard they can see, and pieces that can be moved. Engines communicate their moves to the GUI using a protocol such as the Chess Engine Communication Protocol (CECP) or Universal Chess Interface (UCI). By dividing chess programs into these two pieces, developers can write only the user interface, or only the engine, without needing to write both parts of the program. (See also chess engine.)

Developers have to decide whether to connect the engine to an opening book and/or endgame tablebases or leave this to the GUI.

How can I customize my meme?

Computer chess rating lists

CEGT,[33] CSS,[34] SSDF,[35] WBEC,[36] REBEL,[37] FGRL,[38] and IPON[39] maintain rating lists allowing fans to compare the strength of engines. Various versions of Stockfish, Komodo, Leela Chess Zero, and Fat Fritz dominate the rating lists in the early 2020s.

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.[40]

The organisation runs three different lists: 40/40 (40 minutes for every 40 moves played), 40/4 (4 minutes for every 40 moves played), and 40/4 FRC (same time control but Chess960).[Note 2] Pondering (or permanent brain) is switched off and timing is adjusted to the AMD64 X2 4600+ (2.4 GHz) CPU by using Crafty 19.17 BH as a benchmark. Generic, neutral opening books are used (as opposed to the engine's own book) up to a limit of 12 moves into the game alongside 4 or 5 man tablebases.[40][41][42]

The idea of creating a chess-playing machine dates back to the eighteenth century. Around 1769, the chess playing automaton called The Turk, created by Hungarian inventor Farkas Kempelen, became famous before being exposed as a hoax. Before the development of digital computing, serious trials based on automata such as El Ajedrecista of 1912, built by Spanish engineer Leonardo Torres Quevedo, which played a king and rook versus king ending, were too complex and limited to be useful for playing full games of chess. The field of mechanical chess research languished until the advent of the digital computer in the 1950s.

Computers versus humans

After discovering refutation screening—the application of alpha–beta pruning to optimizing move evaluation—in 1957, a team at Carnegie Mellon University predicted that a computer would defeat the world human champion by 1967.[8] It did not anticipate the difficulty of determining the right order to evaluate moves. Researchers worked to improve programs' ability to identify killer heuristics, unusually high-scoring moves to reexamine when evaluating other branches, but into the 1970s most top chess players believed that computers would not soon be able to play at a Master level.[9] In 1968, International Master David Levy made a famous bet that no chess computer would be able to beat him within ten years,[10] and in 1976 Senior Master and professor of psychology Eliot Hearst of Indiana University wrote that "the only way a current computer program could ever win a single game against a master player would be for the master, perhaps in a drunken stupor while playing 50 games simultaneously, to commit some once-in-a-year blunder".[9]

In the late 1970s chess programs suddenly began defeating highly skilled human players.[9] The year of Hearst's statement, Northwestern University's Chess 4.5 at the Paul Masson American Chess Championship's Class B level became the first to win a human tournament. Levy won his bet in 1978 by beating Chess 4.7, but it achieved the first computer victory against a Master-class player at the tournament level by winning one of the six games.[10] In 1980, Belle began often defeating Masters. By 1982 two programs played at Master level and three were slightly weaker.[9]

The sudden improvement without a theoretical breakthrough was unexpected, as many did not expect that Belle's ability to examine 100,000 positions a second—about eight plies—would be sufficient. The Spracklens, creators of the successful microcomputer program Sargon, estimated that 90% of the improvement came from faster evaluation speed and only 10% from improved evaluations. New Scientist stated in 1982 that computers "play terrible chess ... clumsy, inefficient, diffuse, and just plain ugly", but humans lost to them by making "horrible blunders, astonishing lapses, incomprehensible oversights, gross miscalculations, and the like" much more often than they realized; "in short, computers win primarily through their ability to find and exploit miscalculations in human initiatives".[9]

By 1982, microcomputer chess programs could evaluate up to 1,500 moves a second and were as strong as mainframe chess programs of five years earlier, able to defeat a majority of amateur players. While only able to look ahead one or two plies more than at their debut in the mid-1970s, doing so improved their play more than experts expected; seemingly minor improvements "appear to have allowed the crossing of a psychological threshold, after which a rich harvest of human error becomes accessible", New Scientist wrote.[9] While reviewing SPOC in 1984, BYTE wrote that "Computers—mainframes, minis, and micros—tend to play ugly, inelegant chess", but noted Robert Byrne's statement that "tactically they are freer from error than the average human player". The magazine described SPOC as a "state-of-the-art chess program" for the IBM PC with a "surprisingly high" level of play, and estimated its USCF rating as 1700 (Class B).[11]

At the 1982 North American Computer Chess Championship, Monroe Newborn predicted that a chess program could become world champion within five years; tournament director and International Master Michael Valvo predicted ten years; the Spracklens predicted 15; Ken Thompson predicted more than 20; and others predicted that it would never happen. The most widely held opinion, however, stated that it would occur around the year 2000.[12] In 1989, Levy was defeated by Deep Thought in an exhibition match. Deep Thought, however, was still considerably below World Championship level, as the reigning world champion, Garry Kasparov, demonstrated in two strong wins in 1989. It was not until a 1996 match with IBM's Deep Blue that Kasparov lost his first game to a computer at tournament time controls in Deep Blue versus Kasparov, 1996, game 1. This game was, in fact, the first time a reigning world champion had lost to a computer using regular time controls. However, Kasparov regrouped to win three and draw two of the remaining five games of the match, for a convincing victory.

In May 1997, an updated version of Deep Blue defeated Kasparov 3½–2½ in a return match. A documentary mainly about the confrontation was made in 2003, titled Game Over: Kasparov and the Machine.

With increasing processing power and improved evaluation functions, chess programs running on commercially available workstations began to rival top-flight players. In 1998, Rebel 10 defeated Viswanathan Anand, who at the time was ranked second in the world, by a score of 5–3. However, most of those games were not played at normal time controls. Out of the eight games, four were blitz games (five minutes plus five seconds Fischer delay for each move); these Rebel won 3–1. Two were semi-blitz games (fifteen minutes for each side) that Rebel won as well (1½–½). Finally, two games were played as regular tournament games (forty moves in two hours, one hour sudden death); here it was Anand who won ½–1½.[13] In fast games, computers played better than humans, but at classical time controls – at which a player's rating is determined – the advantage was not so clear.

In the early 2000s, commercially available programs such as Junior and Fritz were able to draw matches against former world champion Garry Kasparov and classical world champion Vladimir Kramnik.

In October 2002, Vladimir Kramnik and Deep Fritz competed in the eight-game Brains in Bahrain match, which ended in a draw. Kramnik won games 2 and 3 by "conventional" anti-computer tactics – play conservatively for a long-term advantage the computer is not able to see in its game tree search. Fritz, however, won game 5 after a severe blunder by Kramnik. Game 6 was described by the tournament commentators as "spectacular". Kramnik, in a better position in the early middlegame, tried a piece sacrifice to achieve a strong tactical attack, a strategy known to be highly risky against computers who are at their strongest defending against such attacks. True to form, Fritz found a watertight defense and Kramnik's attack petered out leaving him in a bad position. Kramnik resigned the game, believing the position lost. However, post-game human and computer analysis has shown that the Fritz program was unlikely to have been able to force a win and Kramnik effectively sacrificed a drawn position. The final two games were draws. Given the circumstances, most commentators still rate Kramnik the stronger player in the match.[citation needed]

In January 2003, Kasparov played Junior, another chess computer program, in New York City. The match ended 3–3.

In November 2003, Kasparov played X3D Fritz. The match ended 2–2.

In 2005, Hydra, a dedicated chess computer with custom hardware and sixty-four processors and also winner of the 14th IPCCC in 2005, defeated seventh-ranked Michael Adams 5½–½ in a six-game match (though Adams' preparation was far less thorough than Kramnik's for the 2002 series).[14]

In November–December 2006, World Champion Vladimir Kramnik played Deep Fritz. This time the computer won; the match ended 2–4. Kramnik was able to view the computer's opening book. In the first five games Kramnik steered the game into a typical "anti-computer" positional contest. He lost one game (overlooking a mate in one), and drew the next four. In the final game, in an attempt to draw the match, Kramnik played the more aggressive Sicilian Defence and was crushed.

There was speculation that interest in human–computer chess competition would plummet as a result of the 2006 Kramnik-Deep Fritz match.[15] According to Newborn, for example, "the science is done".[16]

Human–computer chess matches showed the best computer systems overtaking human chess champions in the late 1990s. For the 40 years prior to that, the trend had been that the best machines gained about 40 points per year in the Elo rating while the best humans only gained roughly 2 points per year.[17] The highest rating obtained by a computer in human competition was Deep Thought's USCF rating of 2551 in 1988 and FIDE no longer accepts human–computer results in their rating lists. Specialized machine-only Elo pools have been created for rating machines, but such numbers, while similar in appearance, are not directly compared.[18] In 2016, the Swedish Chess Computer Association rated computer program Komodo at 3361.

Chess engines continue to improve. In 2009, chess engines running on slower hardware have reached the grandmaster level. A mobile phone won a category 6 tournament with a performance rating 2898: chess engine Hiarcs 13 running inside Pocket Fritz 4 on the mobile phone HTC Touch HD won the Copa Mercosur tournament in Buenos Aires, Argentina with 9 wins and 1 draw on August 4–14, 2009.[19] Pocket Fritz 4 searches fewer than 20,000 positions per second.[20] This is in contrast to supercomputers such as Deep Blue that searched 200 million positions per second.

Advanced Chess is a form of chess developed in 1998 by Kasparov where a human plays against another human, and both have access to computers to enhance their strength. The resulting "advanced" player was argued by Kasparov to be stronger than a human or computer alone. This has been proven in numerous occasions, such as at Freestyle Chess events.

Players today are inclined to treat chess engines as analysis tools rather than opponents.[21] Chess grandmaster Andrew Soltis stated in 2016 "The computers are just much too good" and that world champion Magnus Carlsen won't play computer chess because "he just loses all the time and there's nothing more depressing than losing without even being in the game."[22]

Since the era of mechanical machines that played rook and king endings and electrical machines that played other games like hex in the early years of the 20th century, scientists and theoreticians have sought to develop a procedural representation of how humans learn, remember, think and apply knowledge, and the game of chess, because of its daunting complexity, became the "Drosophila of artificial intelligence (AI)".[Note 1] The procedural resolution of complexity became synonymous with thinking, and early computers, even before the chess automaton era, were popularly referred to as "electronic brains". Several different schema were devised starting in the latter half of the 20th century to represent knowledge and thinking, as applied to playing the game of chess (and other games like checkers):

Using "ends-and-means" heuristics a human chess player can intuitively determine optimal outcomes and how to achieve them regardless of the number of moves necessary, but a computer must be systematic in its analysis. Most players agree that looking at least five moves ahead (ten plies) when necessary is required to play well. Normal tournament rules give each player an average of three minutes per move. On average there are more than 30 legal moves per chess position, so a computer must examine a quadrillion possibilities to look ahead ten plies (five full moves); one that could examine a million positions a second would require more than 30 years.[9]

The earliest attempts at procedural representations of playing chess predated the digital electronic age, but it was the stored program digital computer that gave scope to calculating such complexity. Claude Shannon, in 1949, laid out the principles of algorithmic solution of chess. In that paper, the game is represented by a "tree", or digital data structure of choices (branches) corresponding to moves. The nodes of the tree were positions on the board resulting from the choices of move. The impossibility of representing an entire game of chess by constructing a tree from first move to last was immediately apparent: there are an average of 36 moves per position in chess and an average game lasts about 35 moves to resignation (60-80 moves if played to checkmate, stalemate, or other draw). There are 400 positions possible after the first move by each player, about 200,000 after two moves each, and nearly 120 million after just 3 moves each.

So a limited lookahead (search) to some depth, followed by using domain-specific knowledge to evaluate the resulting terminal positions was proposed. A kind of middle-ground position, given good moves by both sides, would result, and its evaluation would inform the player about the goodness or badness of the moves chosen. Searching and comparing operations on the tree were well suited to computer calculation; the representation of subtle chess knowledge in the evaluation function was not. The early chess programs suffered in both areas: searching the vast tree required computational resources far beyond those available, and what chess knowledge was useful and how it was to be encoded would take decades to discover.

The developers of a chess-playing computer system must decide on a number of fundamental implementation issues. These include:

Adriaan de Groot interviewed a number of chess players of varying strengths, and concluded that both masters and beginners look at around forty to fifty positions before deciding which move to play. What makes the former much better players is that they use pattern recognition skills built from experience. This enables them to examine some lines in much greater depth than others by simply not considering moves they can assume to be poor. More evidence for this being the case is the way that good human players find it much easier to recall positions from genuine chess games, breaking them down into a small number of recognizable sub-positions, rather than completely random arrangements of the same pieces. In contrast, poor players have the same level of recall for both.

The equivalent of this in computer chess are evaluation functions for leaf evaluation, which correspond to the human players' pattern recognition skills, and the use of machine learning techniques in training them, such as Texel tuning, stochastic gradient descent, and reinforcement learning, which corresponds to building experience in human players. This allows modern programs to examine some lines in much greater depth than others by using forwards pruning and other selective heuristics to simply not consider moves the program assume to be poor through their evaluation function, in the same way that human players do. The only fundamental difference between a computer program and a human in this sense is that a computer program can search much deeper than a human player could, allowing it to search more nodes and bypass the horizon effect to a much greater extent than is possible with human players.

Neural network revolution

While neural networks have been used in the evaluation functions of chess engines since the late 1980s, with programs such as NeuroChess, Morph, Blondie25, Giraffe, AlphaZero, and MuZero,[43][44][45][46][47] neural networks did not become widely adopted by chess engines until the arrival of efficiently updatable neural networks in the summer of 2020. Efficiently updatable neural networks were originally developed in computer shogi in 2018 by Yu Nasu,[48][49] and had to be first ported to a derivative of Stockfish called Stockfish NNUE on 31 May 2020,[50] and integrated into the official Stockfish engine on 6 August 2020,[51][52] before other chess programmers began to adopt neural networks into their engines.

Some people, such as the Royal Society's Venki Ramakrishnan, believe that AlphaZero lead to the widespread adoption of neural networks in chess engines.[53] However, AlphaZero influenced very few engines to begin using neural networks, and those tended to be new experimental engines such as Leela Chess Zero, which began specifically to replicate the AlphaZero paper. The deep neural networks used in AlphaZero's evaluation function required expensive graphics processing units, which were not compatible with existing chess engines. The vast majority of chess engines only use central processing units, and computing and processing information on the GPUs require special libraries in the backend such as Nvidia's CUDA, which none of the engines had access to. Thus the vast majority of chess engines such as Komodo and Stockfish continued to use handcrafted evaluation functions until efficiently updatable neural networks were ported to computer chess in 2020, which did not require either the use of GPUs or libraries like CUDA at all. Even then, the neural networks used in computer chess are fairly shallow, and the deep reinforcement learning methods pioneered by AlphaZero are still extremely rare in computer chess.

These chess playing systems include custom hardware with approx. dates of introduction (excluding dedicated microcomputers):

Types and features of chess software

Perhaps the most common type of chess software are programs that simply play chess. A human player makes a move on the board, the AI calculates and plays a subsequent move, and the human and AI alternate turns until the game ends. The chess engine, which calculates the moves, and the graphical user interface (GUI) are sometimes separate programs. Different engines can be connected to the GUI, permitting play against different styles of opponent. Engines often have a simple text command-line interface, while GUIs may offer a variety of piece sets, board styles, or even 3D or animated pieces. Because recent engines are so capable, engines or GUIs may offer some way of handicapping the engine's ability, to improve the odds for a win by the human player. Universal Chess Interface (UCI) engines such Fritz or Rybka may have a built in mechanism for reducing the Elo rating of the engine (via UCI's uci_limitstrength and uci_elo parameters). Some versions of Fritz have a Handicap and Fun mode for limiting the current engine or changing the percentage of mistakes it makes or changing its style. Fritz also has a Friend Mode where during the game it tries to match the level of the player.

Chess databases allow users to search through a large library of historical games, analyze them, check statistics, and formulate an opening repertoire. Chessbase (for PC) is a common program for these purposes amongst professional players, but there are alternatives such as Shane's Chess Information Database (Scid) [3] for Windows, Mac or Linux, Chess Assistant[4] for PC,[5] Gerhard Kalab's Chess PGN Master for Android[6] or Giordano Vicoli's Chess-Studio for iOS.[7]

Programs such as Playchess allow players to play against one another over the internet.

Chess training programs teach chess. Chessmaster had playthrough tutorials by IM Josh Waitzkin and GM Larry Christiansen. Stefan Meyer-Kahlen offers Shredder Chess Tutor based on the Step coursebooks of Rob Brunia and Cor Van Wijgerden. Former World Champion Magnus Carlsen's Play Magnus company released a Magnus Trainer app for Android and iOS. Chessbase has Fritz and Chesster for children. Convekta provides a large number of training apps such as CT-ART and its Chess King line based on tutorials by GM Alexander Kalinin and Maxim Blokh.

There is also software for handling chess problems.