Graduate study programme

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Chess and Computers DR4I-09

ECTS 5 | P 30 | A 0 | L 30 | K 0 | ISVU 67063 149819 | Academic year: 2019./2020.

Course groups

Prikaži sve grupe na predmetu

Course lecturers

ALEKSI IVAN, Lecturer
MILETIĆ JOSIP (vanjski suradnik), Associate

Goals

Show students specific problems in the field of chess, algorithms and computer programming. Introduce students to tools to create computing applications and deploy simple and complex computer algorithms. Introduce methods for generating moves, position reviews, logical decision-making, match players at tournaments, ELO score calculations, and computer PGN chess file format.

Conditions for enrollment

Requirements met for enrolling in the second year of the study programme

Course description

Game rules. Creating an application to retrieve feasible chess moves. Create an application with PGN (Portable Game Notation) format of a chess file. Digital chess clock and creating a chess clock application. Creating an application to match players in a tournament according to the Berger and Swiss system. Chess titles and their assignment. ELO rating. Creating an application for calculating chess rating based on a mathematical model of a player. Learning advanced chess game elements. Tactics and strategy in chess. Chess Opening, Centre and Finish. Learning how a computer plays chess. Generating moves. Cost function. Search graph with iterative depth increase. Hash table. Key features of Deep-Blue and ChessBase software. Bitboard position record mode. Presentation of chess with a graph. Learning and applying a min-max decision-making algorithm during a chess game. Heuristic and exact approach. Creating an application with artificial intelligence for a chess game play. Obtaining general knowledge about a chess game. Application of MATLAB, C ++, C# and Visual Basic programming languages for creating simple and complex chess applications.

Student requirements

Defined by the Student evaluation criteria of the Faculty of Electrical Engineering, Computer Science and Information Technology Osijek and paragraph 1.9

Monitoring of students

Defined by the Student evaluation criteria of the Faculty of Electrical Engineering, Computer Science and Information Technology Osijek and paragraph 1.9

Obligatory literature

1. 1 Cvetnić, Vladimir Viša škola šaha Zagreb: Alfa d.d., 2009.

2. 2 Levy, David N. L. Monty Newborn How Computers Play Chess Ishi Press, 2009.


Pretraži literaturu na:

Recommended additional literature

1. 1 Averbah, Kotov, Judovič Put ka majstrorstvu Centar za unapređivanje šaha, Beograd, 1977.

2. 2 Reuben Fine Osnovne šahovske konačnice 1 i 2 Šahovska naklada, Zagreb 1982.

3. 3 Robert Sedgewick, Kevin Wayne Algorithms (4th Edition) Addison-Wesley Professional; 4th edition, 2011.

4. 4 Vladimir Vuković Uvod u šah Šahovska naklada, Zagreb, 1980.

Course assessment

Conducting university questionnaires on teachers (student-teacher relationship, transparency of assessment criteria, motivation for teaching, teaching clarity, etc.). Conducting Faculty surveys on courses (upon passing the exam, student self-assessment of the adopted learning outcomes and student workload in relation to the number of ECTS credits allocated to activities and courses as a whole).

Overview of course assesment

Learning outcomes
Upon successful completion of the course, students will be able to:

1. define, recognize and describe the strengths and weaknesses of the chess position

2. distinguish, explain and compare the work of individual parts of a chess computer program

3. evaluate and assess performance of different chess engines

4. develop and demonstrate simple computer applications with chess applications

5. apply and test simple chess applications

6. evaluate performance of developed and open source chess engines



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