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Outline of chess

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First time accepted submitter Shaterri writes "Which is more likely: that a low-ranked player could play through a high-level tournament at grandmaster level, or that they were getting undetected assistance from a computer? How about when that player is nearly strip-searched with no devices found? How about when their moves correlate too well with independent computer calculations? Ken Regan has a fascinating article on one of the most complex (potential) cheating cases to come along in recent memory."

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Trepidity writes "AI systems can (sort of) paint and compose classical music, but can they design games? Slashdot looked at the question a few years ago, and several research groups now have experimental systems that design board games and platformers with varying levels of success. I've put together a survey of the AI game designers I know of, to round up what they can do so far (and what they can't). Are there any others out there? 'Pell's METAGAME is, to my knowledge, the first published game generator. He defines a generative space of games more general than chess, which he calls "symmetric, chess-like games." They're encoded in a representation specific to this genre, which is also symmetric by construction. By symmetric I mean that mechanics are specified only from the perspective of one player, with the starting positions and rules that apply to the other player always being the mirror of the first player's. The rules themselves are represented in a game grammar, and generation is done by stochastically sampling from that grammar, along with some checks for basic game playability, and generative-parameter knobs to tweak some aspects of what's likely to be generated.'"

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