Hello. My rating is currently hovering around 2000 (as my username says, lol). Anway, I have had serious trouble memorizing theory. So, I decided to pick openings that 1) fit my style and 2) don't require me to know a huge amount of theory (for black I chose the French and Nimzo-Indian). I have also focused more on the ideas of the openings rather than just memorizing moves. However, I still have trouble. My chess coaches (2 IM's and a GM) have also told me that my greatest weakness is not knowing enough theory. I have also lost several games against 2000 and 2100's partly because I got a slightly worse position out of the opening. So, how do all of you learn theory? What do you think is the best way to learn theory, and actually remember it?
Computer chess includes both hardware (dedicated computers) and software capable of playing chess. Computer chess provides opportunities for players to practice even in the absence of human opponents, and also provides opportunities for analysis, entertainment and training. Computer chess applications that play at the level of a chess master or higher are available on hardware from supercomputers to smart phones. Standalone chess-playing machines are also available. Stockfish, GNU Chess, Fruit, and other free open source applications are available for various platforms.
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Computer chess applications, whether implemented in hardware or software, utilize different strategies than humans to choose their moves: they use heuristic methods to build, search and evaluate trees representing sequences of moves from the current position and attempt to execute the best such sequence during play. Such trees are typically quite large, thousands to millions of nodes. The computational speed of modern computers, capable of processing tens of thousands to hundreds of thousands of nodes or more per second, along with extension and reduction heuristics that narrow the tree to mostly relevant nodes, make such an approach effective.
There are a few 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.
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.
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.
A "chess engine" is software that calculates and orders which moves are the strongest to play in a given position. Engine authors focus on improving the play of their engines, often just importing the engine into a graphical user interface (GUI) developed by someone else. Engines communicate with the GUI by standardized protocols such as the nowadays ubiquitous Universal Chess Interface developed by Stefan Meyer-Kahlen and Franz Huber. There are others, like the Chess Engine Communication Protocol developed by Tim Mann for GNU Chess and Winboard. Chessbase has its own proprietary protocol, and at one time Millennium 2000 had another protocol used for ChessGenius. Engines designed for one operating system and protocol may be ported to other OS's or protocols.
The text is available in its original (ASCII) format on the Internet since it was written in 1994. It was tagged as an XML file, using the Docbook XML DTD, by Andreas Saremba in February 2000. The intention was to make the text easier to read and to quote, and to honour its importance for the development of chess.
The details of the system must be publicly available and free of unnecessary complexity. Ideally, if the documentation is not available for some reason, typical chess software developers and users should be able to understand most of the data without the need for third party assistance.
The details of the system must be non-proprietary so that users and software developers are unrestricted by concerns about infringing on intellectual property rights. The idea is to let chess programmers compete in a free market where customers may choose software based on their real needs and not based on artificial requirements created by a secret data format.
Some PGN software is freeware and can be gotten from ftp sites and other sources. Other PGN software is payware and appears as part of commercial chessplaying programs and chess database managers. Those who are interested in the propagation of the PGN standard are encouraged to support manufacturers of chess software that use the standard. If a particular vendor does not offer PGN compatibility, it is likely that a few letters to them along with a copy of this specification may help them decide to include PGN support in their next release.
The "SAN Kit" is an ANSI C source chess programming toolkit available for free from the ftp site chess.uoknor.edu in the directory pub/chess/Unix as the file "SAN.tar.gz" (a gzip tar archive). This kit contains code for PGN import and export and can be used to "regularize" PGN data into reduced export format by use of its "tfgg" command. The SAN Kit also supports FEN I/O. Code from this kit is freely redistributable for anyone as long as future distribution is unhindered for everyone. The SAN Kit is undergoing continuous development, although dates of future deliveries are quite difficult to predict and releases sometimes appear months apart. Suggestions and comments should be directed to its author, Steven J. Edwards (sje@world.std.com).
The ideas behind CHESSOP can be seen in CHESSOPN (alias CHESSOPG), a free version on the ICS server which has a reduced openings database (25,000 positions) and no PGN or transposition support but is otherwise the same as CHESSOP. (These are the files "chessopg.zip" in the directory pub/chess/DOS at the chess.uoknor.edu ftp site.)
CCRL Rating: 3324CEGT Rating: 3153Shredder is a commercial chess engine developed in 1993. It has won more than 20 titles, including World Microcomputer Chess Championship (1996, 2000), World Computer Chess Championship (1999, 2003), World Chess Software Championship (2010), and World Computer Speed Chess Championship (5 times).
CCRL Rating: 3430CEGT Rating: 3319Fire is a free chess engine that was used to be open source but later became a closed Windows executable, available for new Intel processors. It was initially known as Firebird and later renamed Fire due to the trademark naming conflict.The Fire engine features magic bitboards, Syzygy tablebases, configurable hash, and multiPV. You can configure it with over 70 Universal Chess Interface options and apply SMP parallel search. 2ff7e9595c
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