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A.C.P. (ARTIFICIAL CHESS PLAYER), June 2017

Shalabh Agarwal1 , Tapadeep Chakraborty2 , Nikita Dutta3 , Shenelle Alphonso4

Section:Research Paper, Product Type: Journal Paper
Volume-6 , Issue-7 , Page no. 1041-1051, Jul-2018

CrossRef-DOI:   https://doi.org/10.26438/ijcse/v6i7.10411051

Online published on Jul 31, 2018

Copyright © Shalabh Agarwal, Tapadeep Chakraborty, Nikita Dutta, Shenelle Alphonso . This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.

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IEEE Style Citation: Shalabh Agarwal, Tapadeep Chakraborty, Nikita Dutta, Shenelle Alphonso, “A.C.P. (ARTIFICIAL CHESS PLAYER), June 2017,” International Journal of Computer Sciences and Engineering, Vol.6, Issue.7, pp.1041-1051, 2018.

MLA Style Citation: Shalabh Agarwal, Tapadeep Chakraborty, Nikita Dutta, Shenelle Alphonso "A.C.P. (ARTIFICIAL CHESS PLAYER), June 2017." International Journal of Computer Sciences and Engineering 6.7 (2018): 1041-1051.

APA Style Citation: Shalabh Agarwal, Tapadeep Chakraborty, Nikita Dutta, Shenelle Alphonso, (2018). A.C.P. (ARTIFICIAL CHESS PLAYER), June 2017. International Journal of Computer Sciences and Engineering, 6(7), 1041-1051.

BibTex Style Citation:
@article{Agarwal_2018,
author = {Shalabh Agarwal, Tapadeep Chakraborty, Nikita Dutta, Shenelle Alphonso},
title = {A.C.P. (ARTIFICIAL CHESS PLAYER), June 2017},
journal = {International Journal of Computer Sciences and Engineering},
issue_date = {7 2018},
volume = {6},
Issue = {7},
month = {7},
year = {2018},
issn = {2347-2693},
pages = {1041-1051},
url = {https://www.ijcseonline.org/full_paper_view.php?paper_id=2558},
doi = {https://doi.org/10.26438/ijcse/v6i7.10411051}
publisher = {IJCSE, Indore, INDIA},
}

RIS Style Citation:
TY - JOUR
DO = {https://doi.org/10.26438/ijcse/v6i7.10411051}
UR - https://www.ijcseonline.org/full_paper_view.php?paper_id=2558
TI - A.C.P. (ARTIFICIAL CHESS PLAYER), June 2017
T2 - International Journal of Computer Sciences and Engineering
AU - Shalabh Agarwal, Tapadeep Chakraborty, Nikita Dutta, Shenelle Alphonso
PY - 2018
DA - 2018/07/31
PB - IJCSE, Indore, INDIA
SP - 1041-1051
IS - 7
VL - 6
SN - 2347-2693
ER -

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Abstract

Artificial Chess Player is a chess engine which runs on a Java platform. A ‘chess engine’ refers to a machine which has the ability to play the game of chess against a human subject or another chess engine. The basic functionalities of a chess engine constitute - accepting a move from its opponent, computing the most optimal move within a reasonable degree of approximation and communicate the output back to the opponent and repeat the process with the ultimate goal of winning the game. Out of these, the most significant and also the most challenging part in the construction of a chess engine is enabling it to compute approximately the “best” move to play from a given position of the game and that will be the topic of this paper. The main objective of this paper is to understand the algorithmic rules which help to guide the engine to victory in a limited resource system and also to implement the rules using a high-level language (in this case, Java). The paper will also go through the useful techniques used to implement a chess engine like minimax, alpha beta pruning, board evaluation and understand how to implement them in coding language. Although, chess engine is not a new word in the field of computer science and artificial intelligence, but it is still a field of active research even to this day when machine can beat man at his own game.

Key-Words / Index Term

chess engine, move set, minimax, Alpha-Beta pruning, board evaluating functions, zero-sum game, move ordering, horizon effect, Stockfish

References

[1] Claude E. Shannon, “Programming a Computer for Playing Chess”, Philosophical Magazine, Ser.7, Vol. 41, No. 314 - March 1950
[2] D. Klyushin, K. Kruchinin, “Advanced Search Using Alpha-Beta Pruning, Matematychni Studii. V.25, No.1