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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Main Author: Iqbal A.
Other Authors: 14012935800
Format: Conference paper
Published: 2023
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spelling 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
institution Universiti Tenaga Nasional
building UNITEN Library
collection Institutional Repository
continent Asia
country Malaysia
content_provider Universiti Tenaga Nasional
content_source UNITEN Institutional Repository
url_provider http://dspace.uniten.edu.my/
topic 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
spellingShingle 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
description 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.
author2 14012935800
author_facet 14012935800
Iqbal A.
format Conference paper
author Iqbal A.
author_sort 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
publishDate 2023
_version_ 1806425597917790208
score 13.211869