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History of Computer Chess from 1986 to 2007
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History of Computer Chess from 1986 to 2007

stamma1
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This is the first of a series of blog posts that discuss the development of desktop chess programs and table-bases. Topics will include
  • The main algorithms including the static evaluation function and lookahead
  • The tactical strengths and strategic weaknesses that can defeat them with Rook odds and in some cases even Queen odds
  • How to use computers to advance in chess and chess programming
  • Table-bases - how to use them, how to write them, and how fast pieces will be added with increasing computer power
  • The "generic chess engine" that plays any variant of chess taking rules from a file - an idea from world junior champion Julio Kaplan of Heuristic Software Systems. This is a sort of precursor of programs like Alpha-0

This puzzle is the final combination of a win against a desktop computer in 1986 with Queen Odds. The complete game score will be in the next post.

There are 2 solutions - try to find the one with no variations. This is just to show the limits of the program's defensive capabilities.

As usual, it is easier to find  the winning combination in your own game, since you worked so hard to put it there!

I write articles on remedial chess - what I learned about computer chess, how to play blindfold, how to improve at tactics.