Abstract
In this article, we describe a newly-invented chess variant called Switch-Side Chain-Chess that is demonstrably more challenging for humans and computers than the standard, international version of the game. A new rule states that players have the choice to switch sides with each other if a continuous link of pieces is created on the board. This simple rule increases significantly the complexity of chess, as perceived by the players, but not the actual size of its game tree. The new variant therefore more easily allows board game researchers to focus on the ‘higher level’ aspects of intelligence such as perception and intuition without being constrained by a larger search space as they would be if using a game like Go or Arimaa. They can also immediately build upon the tried and tested approaches already being used in strong chess engines instead of having to start from scratch or a lower level of progress as is the case with other games of this type.
Chapter PDF
Similar content being viewed by others
References
Gollon, J.: Chess Variations: Ancient, Regional, and Modern. Charles E. Tuttle Co. Inc., North Clarendon (1973)
Bodlaender, H.L., Howe, D.: The Chess Variant Pages (2002), http://www.chessvariants.com
McCarthy, J.: AI as Sport. Science 276, 1518–1519 (1997)
Hsu, F.-H.: Cracking Go. IEEE Spectrum 44(10), 50–55 (2007)
Wu, D.J.: Move Ranking and Evaluation in the Game of Arimaa. BA diss. Harvard College, Cambridge, MA (2011)
Cukras, A.R., Faulhammer, D., Lipton, R.J., Landweber, L.F.: Chess Games: A Model for RNA Based Computation. Biosystems 52(1-3), 35–45 (1999)
Faulhammer, D., Cukras, A.R., Lipton, R.J., Landweber, L.F.: Molecular Computation: RNA Solutions to Chess Problems. PNAS 97(4), 1385–1389 (2000)
Newborn, M.: Deep Blue’s Contribution to AI. Annals of Mathematics and Artificial Intelligence 28, 27–30 (2000)
Friedel, F.: Ludwig - A Synthesis of Chess and Music. Chess Base News (December 4, 2006), http://www.chessbase.com/newsprint.asp?newsid=3522
Etzioni, O., Banko, M., Cafarella, M.J.: Machine Reading. AAAI Spring Symposium on Machine Reading. Technical Report SS-07-06, 1-5 (2007)
O’Neil, H.F., Perez, R.: Computer Games and Team and Individual Learning. Elsevier (2007) ISBN: 0080453430
Ferreira, D., Palhares, P.: Chess and Problem Solving Involving Patterns. TMME 5(2 & 3), 249–256 (2008)
AF4C: First Move Program Info. America’s Foundation for Chess (2008), http://af4c.memfirstclubs.net/club/scripts/section/section.asp?NS=FMPI
Cavezian, C., Berquand-Merle, M., Franck, N., Demily, C.: Self-training for Cognitive Remediation in Schizophrenia. Schizophrenia Research 98(suppl. 1), 53 (2008)
Ciamarra, M.: Checkmating Alzheimer’s Disease. FIDE (2013), http://www.fide.com/component/content/article/1-fide-news/7066-checkmating-alzheimers-disease.html
Dahl, M.: Being a Bookworm Boosts Your Brainpower into Old Age. Today Com. (July 3, 2013), http://www.today.com/health/being-bookworm-boosts-your-brainpower-old-age-6C10532642
Rubin, J., Watson, I.: Computer Poker: A Review. Artificial Intelligence 175(5-6), 958–987 (2011)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2013 IFIP International Federation for Information Processing
About this paper
Cite this paper
Iqbal, A. (2013). A New Chess Variant for Gaming AI. In: Anacleto, J.C., Clua, E.W.G., da Silva, F.S.C., Fels, S., Yang, H.S. (eds) Entertainment Computing – ICEC 2013. ICEC 2013. Lecture Notes in Computer Science, vol 8215. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-41106-9_2
Download citation
DOI: https://doi.org/10.1007/978-3-642-41106-9_2
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-642-41105-2
Online ISBN: 978-3-642-41106-9
eBook Packages: Computer ScienceComputer Science (R0)