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Asynchronous chess competition

Published: 08 May 2006 Publication History

Abstract

Asynchronous Chess (AChess) is a platform for the development and evaluation of real-time adversarial agent technologies. It is a two-player game using the basic rules of chess with the modification that agents may move as many pieces as they want at any time. Modifying chess in this way creates a new robust, asynchronous, real-time game in which agents must carefully balance their time between reasoning and acting in order to out-perform their opponent. As a fast-paced adversarial game, many challenges relevant to real-world applications arise which give it merit for study and use.

References

[1]
M. Beeler, R. W. Gosper, and R. Schroeppel. Hakmem. Technical report, Massachusetts Institute of Technology (TR AIM-239), Cambridge, MA, USA, 1972.
[2]
N. Gemelli, R. Wright, and R. Mailer. Asynchronous chess. In Proceedings of The 2005 AAAI Fall Symposium Workshop on Coevolutionary and Coadaptive Systems, November 2005.

Cited By

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  • (2009)The many faces of sociability and social play in gamesProceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era10.1145/1621841.1621857(82-89)Online publication date: 30-Sep-2009

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cover image ACM Conferences
AAMAS '06: Proceedings of the fifth international joint conference on Autonomous agents and multiagent systems
May 2006
1631 pages
ISBN:1595933034
DOI:10.1145/1160633
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 08 May 2006

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Author Tags

  1. adversarial environments
  2. intelligent agents
  3. real-time reasoning

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Cited By

View all
  • (2009)The many faces of sociability and social play in gamesProceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era10.1145/1621841.1621857(82-89)Online publication date: 30-Sep-2009

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