Increasing efficiency and quality in the automatic composition of three-move mate problems
In this article, we demonstrate the use of composing 'experience' in the form of piece location probability values derived from a database of matein- 3 chess problems. This approach was compared against a 'random' one. Comparisons were made using 'experiences' derived f...
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my.uniten.dspace-304412023-12-29T15:47:53Z Increasing efficiency and quality in the automatic composition of three-move mate problems Iqbal A. 14012935800 aesthetics Artificial intelligence chess composition efficiency experience probability Artificial intelligence Chemical analysis Probability Artificial intelligence Chemical analysis Efficiency Probability aesthetics Automatic composition chess Computational costs experience Human players Probability informations Aesthetics Automatic composition Chess Computational costs Computer generated Experience Human players Probability informations Efficiency Computer games In this article, we demonstrate the use of composing 'experience' in the form of piece location probability values derived from a database of matein- 3 chess problems. This approach was compared against a 'random' one. Comparisons were made using 'experiences' derived from three different databases, i.e. problems by human composers (HC), computer-generated compositions that used the HC experience (CG), and mating 'combinations' taken from tournament games between humans (TG). Each showed a reasonable and statistically significant increase in efficiency compared to the random one but not each other. Aesthetically, the HC and CG were better than the others. The results suggest that composing efficiency and quality can be improved using simple probability information derived from human compositions, and unexpectedly even from the computer-generated compositions that result. Additionally, these improvements come at a very low computational cost. They can be used to further aid and entertain human players and composers. � 2011 Springer-Verlag. Final 2023-12-29T07:47:53Z 2023-12-29T07:47:53Z 2011 Conference paper 10.1007/978-3-642-24500-8_20 2-s2.0-82055175080 https://www.scopus.com/inward/record.uri?eid=2-s2.0-82055175080&doi=10.1007%2f978-3-642-24500-8_20&partnerID=40&md5=d2a7320b8f0158e7ae6074f36adb1033 https://irepository.uniten.edu.my/handle/123456789/30441 6972 LNCS 186 197 All Open Access; Bronze Open Access; Green Open Access Scopus |
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aesthetics Artificial intelligence chess composition efficiency experience probability Artificial intelligence Chemical analysis Probability Artificial intelligence Chemical analysis Efficiency Probability aesthetics Automatic composition chess Computational costs experience Human players Probability informations Aesthetics Automatic composition Chess Computational costs Computer generated Experience Human players Probability informations Efficiency Computer games |
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aesthetics Artificial intelligence chess composition efficiency experience probability Artificial intelligence Chemical analysis Probability Artificial intelligence Chemical analysis Efficiency Probability aesthetics Automatic composition chess Computational costs experience Human players Probability informations Aesthetics Automatic composition Chess Computational costs Computer generated Experience Human players Probability informations Efficiency Computer games Iqbal A. Increasing efficiency and quality in the automatic composition of three-move mate problems |
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In this article, we demonstrate the use of composing 'experience' in the form of piece location probability values derived from a database of matein- 3 chess problems. This approach was compared against a 'random' one. Comparisons were made using 'experiences' derived from three different databases, i.e. problems by human composers (HC), computer-generated compositions that used the HC experience (CG), and mating 'combinations' taken from tournament games between humans (TG). Each showed a reasonable and statistically significant increase in efficiency compared to the random one but not each other. Aesthetically, the HC and CG were better than the others. The results suggest that composing efficiency and quality can be improved using simple probability information derived from human compositions, and unexpectedly even from the computer-generated compositions that result. Additionally, these improvements come at a very low computational cost. They can be used to further aid and entertain human players and composers. � 2011 Springer-Verlag. |
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14012935800 |
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14012935800 Iqbal A. |
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Conference paper |
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Iqbal A. |
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Iqbal A. |
title |
Increasing efficiency and quality in the automatic composition of three-move mate problems |
title_short |
Increasing efficiency and quality in the automatic composition of three-move mate problems |
title_full |
Increasing efficiency and quality in the automatic composition of three-move mate problems |
title_fullStr |
Increasing efficiency and quality in the automatic composition of three-move mate problems |
title_full_unstemmed |
Increasing efficiency and quality in the automatic composition of three-move mate problems |
title_sort |
increasing efficiency and quality in the automatic composition of three-move mate problems |
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2023 |
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1806425597917790208 |
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13.222552 |