Kompyuter shaxmat

**Kompyuter shaxmati** – bu shaxmat oʻynay oladigan maxsus apparatlar va dasturiy taʼminotlar majmuasini anglatadi. Kompyuter shaxmati oʻyinchilarga inson raqibi boʻlmagan holatlarda mashq qilish, tahlil qilish, koʻngilochar maqsadlar va treninglar uchun imkoniyatlar yaratadi. Bugungi kunda grossmeyster darajasida yoki undan yuqori darajada oʻynay oladigan kompyuter dasturlari mavjud boʻlib, ular superkompyuterlardan tortib smartfonlargacha boʻlgan turli qurilmalarda ishlaydi. Shuningdek, mustaqil ishlovchi shaxmat oʻynovchi qurilmalar ham mavjud. Stockfish, Leela Chess Zero, GNU Chess, Fruit va boshqa erkin hamda ochiq kodli dasturlar turli platformalar uchun mavjud.

Shaxmat yoki unga oʻxshash soddalashtirilgan oʻyinlarni oʻynay oladigan dastlabki shaxmat qurilmalari 1950-yillarda vakuumli kompyuter davrining boshlarida raqamli kompyuterlarda ishlaydigan dasturiy taʼminot edi. Bu dasturlar shunchalik past darajada oʻynaganki, hattoki yangi boshlovchi ham ularni osongina yengishi mumkin edi. Ammo oradan 40 yil oʻtib, 1997-yilda, superkompyuterlar yoki maxsus jihozlangan qurilmalarda ishlovchi shaxmat kompyuterlari hatto eng kuchli inson shaxmatchilarni ham yenga olish darajasiga yetdi. 2006-yilga kelib, oddiy shaxsiy kompyuterlarda ishlaydigan dasturlar ham xuddi shu darajaga erishdi. Shu yili McGill universitetining kompyuter fanlari professori Monty Newborn quyidagicha bayonot qilgan: „ilm-fan bu borada oʻz ishini yakunladi“.

## Manbalar

## Qoʻshimcha oʻqish uchun
* New Architectures in Computer Chess – Thesis on How to Build A Chess Engine
* Coles, L. Stephen (October 30, 2002), Computer Chess: The Drosophila of AI, Dr. Dobb’s Journal
* Huberman (Liskov), Barbara Jane (1968), A program to play chess end games, Stanford University Department of Computer Science, Technical Report CS 106, Stanford Artificial * * * Intelligence Project Memo AI-65
* Lasar, Matthew (2011). Brute force or intelligence? The slow rise of computer chess". Ars Technica.
* Newborn, Monty (1996). Outsearching Kasparov, American Mathematical Society’s Proceeding of Symposia in Applied Mathematics: Mathematical Aspects of Artificial Intelligence, v. 55, pp 175–205, 1998. Based on paper presented at the 1996 Winter Meeting of the AMS, Orlando, Florida, Jan 9–11, 1996.
* Newborn, Monty (2000). Deep Blueʼs contribution to AI, Annals of Mathematics and Artificial Intelligence, v. 28, pp. 27–30, 2000.
* Newborn, Monty (2006). Theo and Octopus at the 2006 World Championship for Automated Reasoning Programs, Seattle, Washington, August 18, 2006
* Stiller, Lewis (1996), Multilinear Algebra and Chess Endgames (PDF), Berkeley, California: Mathematical Sciences Research Institute, Games of No Chance, MSRI Publications, Volume 29, retrieved 21 June 2009

## Havolalar

* List of chess engine ratings and game files in PGN format
* Mastering the Game: A History of Computer Chess at the Computer History Museum
* ACM Computer Chess by Bill Wall
* „Computer Chess“ by Edward Winter
* Computer Chess Information and Resources  – blog following the creation of a computer chess engine
* Defending Humanity’s Honor, an article by Tim Krabbé about „anti-computer style“ chess
* A guide to Endgame Tablebases
* GameDev.net – Chess Programming by François-Dominic Laramée Part 1  2  3  4  5  6 
* Colin Fraynʼs Computer Chess Theory Page
* &nbsp;
* „Play chess with God“  – for playing chess against Ken Thompsonʼs endgame database
* Chess programming wiki
* Computer Chess Club Forums
* The Strongest Computer Chess Engines Over Time