The Mammoth Book of the World's Greatest Chess Games (New by John Emms, John Nunn, Graham Burgess

By John Emms, John Nunn, Graham Burgess

The one hundred twenty five maximum chess video games of all time, chosen, analysed, re-evaluated and defined by means of a crew of British specialists and illustrated with over 1,000 chess diagrams. sign up for the authors in learning those video games, the cream of 2 centuries of foreign chess, and increase your individual chess-playing abilities - no matter what your present regular. Instructive issues on the finish of every online game spotlight the teachings to be learned.

First released in 1998, a moment variation of The gigantic e-book of the World's maximum Chess video games in 2004 integrated an extra 12 video games. This variation incorporates a extra thirteen video games in addition to a few major revisions to the research and data concerning different video games in prior variants of the ebook, facilitated by way of numerous chess software program.

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Additional resources for The Mammoth Book of the World's Greatest Chess Games (New Expanded Edition)

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However, investigating evaluation functions in the context of chess creates special problems. In chess, searching interacts with evaluation. Certain positions are considered too volatile to evaluate, so a quiescence search is performed until a set of stable positions is reached. Also, searching for a particular reason (or just brute force searching) will sometimes disco ver the achievement of some goal that was not at all contemplated when the search was initiated. In such situations move selection is a function not only of knowledge but also of a discovery search.

This program was the result of about 30 man-months of effort. 8 another additional 5 manmonths beyond that. 0 achieve a score of 45% based on 74 problems that it could attempt. This was a peak performance for this version in the sense that the problems had been used to set certain parameters in the program, thus making it unlikely that small changes in the program would further improve performance on the problem set. Table 1. Test results of backgammon program performance. 1% 38 Hans J. 7 achieved 66% on the full set of 77 problems in the same book, and it is highly probable that several additional percentage points of performance could have been gained by small adjustments in the program.

VIII. Use of Simulation Facility It is possible to give BKG a position and ask it to play both sides repeatedly any number of times. In doing these simulations it will playas it ordinarily does; double when allowed and appropriate. There are certain types of positions that BKG plays almost perfectly so that doing such simulations generates useful information for evaluating the position. Included in this class are all running-game positions and those where one side is bearing off with one or fewer points to cross.

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