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As of 2025, work is still underway to solve all eight-piece positions. Tablebases have profoundly advanced the chess community's understanding of endgame theory. Some positions which humans had analysed as draws were proven to be winnable; in some cases, tablebase analysis found a mate in more than five hundred moves, far beyond the ability of ...
Premoving is a feature exclusive to online chess. It is offered by many chess websites, including the Internet Chess Club, the Free Internet Chess Server, Chess.com, and Lichess. Chess.com allows players to make multiple premoves at once. The Internet Chess Club allows one to block players who use premoves.
A chess game on FICS using the Jin interface. The Free Internet Chess Server (FICS) is a volunteer-run online chess platform. When the original Internet Chess Server (ICS) was commercialized and rebranded as the Internet Chess Club (ICC) in 1995, a group of users and developers came together to fork the code and host an alternative committed to free access, and a rivalry between the two ...
Transcendental chess (TC) also known as pre-chess, [1] is a chess variant invented in 1978 by Maxwell Lawrence. [2] [3] Chess960 (Fischer random chess) is similar but has fewer starting positions. In transcendental chess the beginning positions of the pieces on the back row are randomly determined, with the one restriction that the bishops be ...
See the external references. As an application, a random number generator could make one probe into the range at hand for a random number, and produce a random SP. Late in 2005, the program Fritz9 became available. It has a Fischer random chess option, but, for some unexplained reason, it assigns idns to SPs in a different way.
Leela Chess Zero (abbreviated as LCZero, lc0) is a free, open-source chess engine and volunteer computing project based on Google's AlphaZero engine. It was spearheaded by Gary Linscott, a developer for the Stockfish chess engine, and adapted from the Leela Zero Go engine.
Some chess organizations [16]: p. 8 use the "algorithm of 400" to calculate performance rating. According to this algorithm, performance rating for an event is calculated in the following way: For each win, add your opponent's rating plus 400, For each loss, add your opponent's rating minus 400, And divide this sum by the number of played games.