New Mexico Supercomputing Challenge

Go-Chess variants

Team: 75

School: Los Alamos Mid

Area of Science: Computer Science


Team No: 75			Los Alamos, NM

Team Members:	 Andrei Popa-Simil  8th grade LAMS
	Victor Popa-Simil  6th grade Mountain Elementary
	Ming Yuan-Lo  3rd grade Aspen Elementary
Mentor: 	Liviu Popa-Simil 
Li-Ta Lo
Sponsors: 	Mrs. Pauline Stephens, LAMS
		Mrs. Zeynep Unal, Mountain Elementary

Project Title: Go-Chess variants

Problem Definition:

Chess and Go are two brain intensive games, that helps the development of strategy and thinking it is adopted by many schools as a way to develop brain and comportment since early ages.

Go (Chinese: ?? wiq, Japanese: ?? igo) has common meaning: "encircling game" is a board game for two players that originated in China more than 2,500 years ago. The game is noted for being rich in strategy despite its relatively simple rules. According to chess master Emanuel Lasker: "The rules of Go are so elegant, organic, and rigorously logical that if intelligent life forms exist elsewhere in the universe, they almost certainly play Go.

Chess is a two-player strategy board game played on a chessboard, a checkered game board with 64 squares arranged in an eight-by-eight grid. It is one of the world's most popular games, played by millions of people worldwide at home, in clubs, online, by correspondence, and in tournaments.

Both games have many variants. A variant is a game related to, derived from or inspired by the original game with the difference that it might include one or more of the following:

  • different board (larger or smaller, non-square board shape overall or different intra-board cell shapes such as triangles or hexagons);
  • addition, substitution or removal of pieces in standard game (non-standard pieces are known as fairy pieces);
  • different rules for capture, move order, game objective, etc.

These games are difficult to learn and understand, and even known procedures done by grand masters are difficult to be applied without a large experience, using the actual teaching methods based on books and computer games.

Problem Solution:

Our program will make an attempt to improve the learning efficiency by making possible that the player to know and analyze various variants and to coordinate on a virtual board, with complex information transfer capabilities. It will be at the interface between computing science, artificial intelligence, graphics modeling and behavioral science, accelerating the cognitive development for educational purposes.

Our procedural plan consists in implementing the Star/Net logo programming to use the agents as game parts, and the patches to form the board. We will use algorithms to indicate the agents possible movements on the board, and a game like coding to be compatible with the actual notations, making possible to analyze any previous games. We will consider many variables, as different starting positions, boards dimensions and formats, different forces attributed to agents, unusual rules, incomplete information and elements of chance, multi-move, multi-players, synergistic compounds, etc.

There is a large bibliography and game experience that can be used to implement fast leaning of the previously used strategies, developed as computer programs that allow the confrontation between the artificial intelligence and humans.

Progress to Date:

Our goal is to create a more friendly environment to better see and understand the strategically games, and develop faster a cognitive environment for multi-player action. The idea of this project is related on our personal experience as chess players, and our difficulties in improving our rating in the last years, due to the difficulties of better understand and identify the grand masters strategies dynamically variable context of the game in order to deliver the optimal performance. We feel the need of a friendlier tool to help us have a global vision on the board and its evolution along the game time-line.

We will aim to provide tools for representing the games, and analyze them based on the best data base matching.

We believe that Star/Net Logo coding environment is friendly and workable for our problem, helping us to highlight important aspects of the problem.

We will have to find out along the project how, the proposed variability will help us better understand and develop the strategic thinking, and optimization in various limited resources environments.

Up to now we programmed in Net-Logo the go and chess boards, and created the pieces, making them move on the board, based on code commands.

Expected Results:

After programming, testing, and refining of the code there will be possible to make computer follow a written chess or go game, and make possible that 2 opponents to play on screen chess or go variant.

We also hope to provide a better visualization on how the parts have been moved on board in order to understand much better how grand masters played and made their decision, helping to faster progress.

See the PDF of our Interim.

Team Members:

  Victor Popa-Simil
  Andrei Popa-Simil
  Ming-Yuan Lo

Sponsoring Teacher: Pauline Stephens

Mail the entire Team

For questions about the Supercomputing Challenge, a 501(c)3 organization, contact us at: consult1314 @

New Mexico Supercomputing Challenge, Inc.
Post Office Box 30102
Albuquerque, New Mexico 87190
(505) 667-2864

Supercomputing Challenge Board of Directors
Board page listing meetings and agendas
If you have volunteered for the Challenge, please fill out our In Kind form.