chess board
CVChess: A Deep Learning Framework for Converting Chessboard Images to Forsyth-Edwards Notation
Abeykoon, Luthira, Patel, Ved, Senthilvelan, Gawthaman, Kasundra, Darshan
Chess has experienced a large increase in viewership since the pandemic, driven largely by the accessibility of online learning platforms. However, no equivalent assistance exists for physical chess games, creating a divide between analog and digital chess experiences. This paper presents CVChess, a deep learning framework for converting chessboard images to Forsyth-Edwards Notation (FEN), which is later input into online chess engines to provide you with the best next move. Our approach employs a convolutional neural network (CNN) with residual layers to perform piece recognition from smartphone camera images. The system processes RGB images of a physical chess board through a multistep process: image preprocessing using the Hough Line Transform for edge detection, projective transform to achieve a top-down board alignment, segmentation into 64 individual squares, and piece classification into 13 classes (6 unique white pieces, 6 unique black pieces and an empty square) using the residual CNN. Residual connections help retain low-level visual features while enabling deeper feature extraction, improving accuracy and stability during training. We train and evaluate our model using the Chess Recognition Dataset (ChessReD), containing 10,800 annotated smartphone images captured under diverse lighting conditions and angles. The resulting classifications are encoded as an FEN string, which can be fed into a chess engine to generate the most optimal move
Neural Feature-Adaptation for Symbolic Predictions Using Pre-Training and Semantic Loss
Shah, Vedant, Agrawal, Aditya, Vig, Lovekesh, Srinivasan, Ashwin, Shroff, Gautam, Verlekar, Tanmay
We are interested in neurosymbolic systems consisting of a high-level symbolic layer for explainable prediction in terms of human-intelligible concepts; and a low-level neural layer for extracting symbols required to generate the symbolic explanation. Real data is often imperfect meaning that even if the symbolic theory remains unchanged, we may still need to address the problem of mapping raw data to high-level symbols, each time there is a change in the data acquisition environment or equipment. Manual (re-)annotation of the raw data each time this happens is laborious and expensive; and automated labelling methods are often imperfect, especially for complex problems. NEUROLOG proposed the use of a semantic loss function that allows an existing feature-based symbolic model to guide the extraction of feature-values from raw data, using `abduction'. However, the experiments demonstrating the use of semantic loss through abduction appear to rely heavily on a domain-specific pre-processing step that enables a prior delineation of feature locations in the raw data. We examine the use of semantic loss in domains where such pre-processing is not possible, or is not obvious. We show that without any prior information about the features, the NEUROLOG approach can continue to predict accurately even with substantially incorrect feature predictions. We show also that prior information about the features in the form of even imperfect pre-training can help correct this situation. These findings are replicated on the original problem considered by NEUROLOG, without the use of feature-delineation. This suggests that symbolic explanations constructed for data in a domain could be re-used in a related domain, by `feature-adaptation' of pre-trained neural extractors using the semantic loss function constrained by abductive feedback.
- North America > Canada > Quebec > Montreal (0.04)
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I Was There When: AI mastered chess
Commentator 2: Deep Blue! Kasparov, after the move C4, has resigned! Jennifer: I'm Jennifer Strong, and this is I Was There When--an oral history project featuring the stories of breakthroughs and watershed moments in AI and computing, as told by those who witnessed them. This episode, we meet the man on the other side of that chess board, Garry Kasparov. Garry Kasparov: It was inevitable that something described on the cover of Newsweek as the brain's last stand and in books as big as the moon landing would involve a lot of mythology. I admit that I was caught up in a lot of this hype myself.
General Board Geometry
Browne, Cameron, Piette, Éric, Stephenson, Matthew, Soemers, Dennis J. N. J.
Game boards are described in the Ludii general game system by their underlying graphs, based on tiling, shape and graph operators, with the automatic detection of important properties such as topological relationships between graph elements, directions and radial step sequences. This approach allows most conceivable game boards to be described simply and succinctly.
- Europe > Netherlands > Limburg > Maastricht (0.05)
- Europe > Netherlands > South Holland > Leiden (0.04)
- Africa > Middle East > Egypt > Cairo Governorate > Cairo (0.04)
Implementing A Deep Learning Chess Engine From Scratch
The neural network is the intuitive and positional side of the hybrid algorithm. It is trained on thousands of master chess games. This game on the left is a game that is played between two neural networks. When looking at the moves that the engine play, it is very clear that the network has learnt some basic positional concepts. For example, you can see that the engines push knights to the center, fianchetto bishops,and push pawns to gain space.
matou/3d-printer-chess
This code and 3D models allow you to make a chess robot out of your 3D printer. The 3D models contain files for a mechanical gripper that attaches to the print head of the printer and can move chess pieces around. A well-grippable 3d-printable chess set is also included. The code sends commands to an Octoprint instance to move the gripper. I've documented this project on YouTube.
Neural-Symbolic Integration: A Compositional Perspective
Tsamoura, Efthymia, Michael, Loizos
Despite significant progress in the development of neural-symbolic frameworks, the question of how to integrate a neural and a symbolic system in a \emph{compositional} manner remains open. Our work seeks to fill this gap by treating these two systems as black boxes to be integrated as modules into a single architecture, without making assumptions on their internal structure and semantics. Instead, we expect only that each module exposes certain methods for accessing the functions that the module implements: the symbolic module exposes a deduction method for computing the function's output on a given input, and an abduction method for computing the function's inputs for a given output; the neural module exposes a deduction method for computing the function's output on a given input, and an induction method for updating the function given input-output training instances. We are, then, able to show that a symbolic module -- with any choice for syntax and semantics, as long as the deduction and abduction methods are exposed -- can be cleanly integrated with a neural module, and facilitate the latter's efficient training, achieving empirical performance that exceeds that of previous work.
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Square Off launches Kickstarter campaign for AI-based connected chess boards
Square Off is moving connected board games further today with the launch of a Kickstarter campaign for its Square Off Neo chess board and the Square Off SwapBoard. The new products will offer machine learning and personalized coaching. "Our purpose as a brand is to revolutionize the way people play board games and to connect them offscreen," said Square Off chief technology officer Atur Mehta in a statement. "Over the past couple of years, we have grown as a company and solidified our vision further. The aim is to create a unique combination of fantastic hardware and online gameplay, making a truly holistic experience like never before, and to introduce innovations that bring people off the screen and onto the board."
Robot Arm, Chess Computer Vision - Daniel's Blog
The game of chess is one of the world's most popular two-player board games. I often times find myself wanting to play even when no one is around to play. One solution to this problem is to play chess on a computer or mobile device against. However, many people would agree with me in thinking that playing a virtual game of chess is a completely different experience than playing a physical game of chess. For this reason, I intend to use this project as an opportunity to build a 6 degree of freedom robotic arm that will take the place of an opponent in a physical game of Chess.
- Information Technology > Artificial Intelligence > Robots (1.00)
- Information Technology > Artificial Intelligence > Games > Chess (0.86)
Untold History of AI: Charles Babbage and the Turk
The history of AI is often told as the story of machines getting smarter over time. What's lost is the human element in the narrative, how intelligent machines are designed, trained, and powered by human minds and bodies. In this six-part series, we explore that human history of AI--how innovators, thinkers, workers, and sometimes hucksters have created algorithms that can replicate human thought and behavior (or at least appear to). While it can be exciting to be swept up by the idea of super-intelligent computers that have no need for human input, the true history of smart machines shows that our AI is only as good as we are. In the year 1770, at the court of the Austrian Empress Maria Theresa, an inventor named Wolfgang von Kempelen presented a chess-playing machine.