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  2. Tsume shogi - Wikipedia

    en.wikipedia.org/wiki/Tsume_shogi

    Another type is the tsugi no itte 'best next move' problem, which is non-checkmate problem of which the goal is to find the next best move/s that will give you an advantage, which may be encompass the endgame close to checkmate but may also include opening and middlegame strategies.)

  3. Endgame tablebase - Wikipedia

    en.wikipedia.org/wiki/Endgame_tablebase

    Rxh2 2. 0-0-0# A tablebase discovered that 1. h4 also wins for White in 33 moves, even though Black can capture the pawn (which is not the best move – in case of capturing the pawn black loses in 21 moves, while Kh1-g2 loses in 32 moves).

  4. Null-move heuristic - Wikipedia

    en.wikipedia.org/wiki/Null-move_heuristic

    The faster the program produces cutoffs, the faster the search runs. The null-move heuristic is designed to guess cutoffs with less effort than would otherwise be required, whilst retaining a reasonable level of accuracy. The null-move heuristic is based on the fact that most reasonable chess moves improve the position for the side that played ...

  5. Adjournment (games) - Wikipedia

    en.wikipedia.org/wiki/Adjournment_(games)

    Before chess programs achieved master strength, and then became better than the best humans, adjournment was commonly offered in tournaments. When an adjournment is made, the player whose move it is secretly writes their next move on their scoresheet but does not make the move on the chessboard. Both opponents' scoresheets are then placed in ...

  6. Killer heuristic - Wikipedia

    en.wikipedia.org/wiki/Killer_heuristic

    In competitive two-player games, the killer heuristic is a move-ordering method based on the observation that a strong move or small set of such moves in a particular position may be equally strong in similar positions at the same move (ply) in the game tree. Retaining such moves obviates the effort of rediscovering them in sibling nodes.

  7. Transposition table - Wikipedia

    en.wikipedia.org/wiki/Transposition_table

    Of course, there is no way of knowing the best move beforehand, but when iterative deepening is used, the move that was found to be the best in a shallower search is a good approximation. Therefore this move is tried first. For storing the best child of a node, the entry corresponding to that node in the transposition table is used.

  8. Candidate move - Wikipedia

    en.wikipedia.org/wiki/Candidate_move

    Today, most chess programs still rely mainly on brute-force searches, but as search algorithms have improved, today's chess engines seem more and more to be using candidate moves in their analysis. Hydra and AlphaZero , for example, are widely considered to be a "Type B" (candidate move finding) computer.

  9. Quiescence search - Wikipedia

    en.wikipedia.org/wiki/Quiescence_search

    Quiescence search is an algorithm typically used to extend search at unstable nodes in minimax game trees in game-playing computer programs.It is an extension of the evaluation function to defer evaluation until the position is stable enough to be evaluated statically, that is, without considering the history of the position or future moves from the position.

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