Publication details

Learning Middlegame Patterns in Chess: A Case Study.

Authors

KUBAT Miroslav ŽIŽKA Jan

Year of publication 2000
Type Article in Proceedings
Conference Proceedings of the 13th International Conference on Industrial & Engineering Applications of AI & Expert Systems
MU Faculty or unit

Faculty of Informatics

Citation
Field Use of computers, robotics and its application
Keywords machine learning; pattern recognition; computer chess
Description 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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