How computers play chess
Kasparov versus deep blue: computer chess comes of age
Kasparov versus deep blue: computer chess comes of age
VIDA: (Visual Information Density Adjuster)
CHI '99 Extended Abstracts on Human Factors in Computing Systems
The principal continuation and the killer heuristic
ACM '77 Proceedings of the 1977 annual conference
Tuning evaluation functions by maximizing concordance
Theoretical Computer Science - Advances in computer games
Evaluation of Economy in a Zero-sum Perfect Information Game
The Computer Journal
Learning Positional Features for Annotating Chess Games: A Case Study
CG '08 Proceedings of the 6th international conference on Computers and Games
Studying aesthetics in photographic images using a computational approach
ECCV'06 Proceedings of the 9th European conference on Computer Vision - Volume Part III
IEEE Spectrum
A new recognition method for natural images
WSEAS Transactions on Computers
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This research intended to see if aesthetics within the game of chess could be formalized for computer recognition since it is often appreciated and sought after by human players and problem composers. For this purpose, Western or International chess was chosen because there is a strong body of literature on the subject, including its aesthetic aspect. Eight principles of aesthetics and ten themes were identified. Flexible and dynamic formalizations were derived for each one and cumulatively represent the aesthetic score for a move combination. A computer program that incorporated the formalizations was developed for testing purposes. Experiments were then performed comparing sets of thousands of chess compositions (where aesthetics is generally more prominent) and regular games (where it is not). The results suggest that computers can recognize beauty in the game. Possible applications of this research include more versatile chess database search engines, more accurate automatic chess problem composers, enhanced automatic chess game commentators and computational aid to judges of composition and brilliancy tournaments. In addition, the methodology applied here can be used to gauge aesthetics in similarly complex games such as go and generally to develop better game heuristics.