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Checkers[note 1] (American English), also known as draughts (/drfts, drfts/; British English), is a group of strategy board games for two players which involve diagonal moves of uniform game pieces and mandatory captures by jumping over opponent pieces. Checkers is developed from alquerque.[1] The term "checkers" derives from the checkered board which the game is played on, whereas "draughts" derives from the verb "to draw" or "to move".[2]


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An uncrowned piece (man) moves one step diagonally forwards and captures an adjacent opponent's piece by jumping over it and landing on the next square. Multiple enemy pieces can be captured in a single turn provided this is done by successive jumps made by a single piece; the jumps do not need to be in the same line and may "zigzag" (change diagonal direction). In American checkers, men can jump only forwards; in international draughts and Russian draughts, men can jump both forwards and backwards.

When a man reaches the farthest row forward, known as the kings row or crown head, it becomes a king. It is marked by placing an additional piece on top of, or crowning, the first man. The king has additional powers, namely the ability to move any amount of squares at the time (in international checkers), move backwards and, in variants where men cannot already do so, capture backwards. Like a man, a king can make successive jumps in a single turn, provided that each jump captures an enemy piece.

In most non-English languages (except those that acquired the game from English speakers), checkers is called dame, dames, damas, or a similar term that refers to ladies. The pieces are usually called men, stones, "pen" (pawn) or a similar term; men promoted to kings are called dames or ladies. In these languages, the queen in chess or in card games is usually called by the same term as the kings in checkers. A case in point includes the Greek terminology, in which checkers is called "" (dama), which is also one term for the queen in chess.[citation needed]

An Arabic game called Quirkat or al-qirq, with similar play to modern checkers, was played on a 55 board. It is mentioned in the tenth-century work Kitab al-Aghani.[4] Al qirq was also the name for the game that is now called nine men's morris.[9] Al qirq was brought to Spain by the Moors,[10] where it became known as Alquerque, the Spanish derivation of the Arabic name, and maybe adapted into a derivation of latrunculi, or the game of the Little Soldiers, with a leaping capture, which, like modern Argentine, German, Greek and Thai draguhts, had flying kings which had to stop on the next square after the captured piece, that being if playing al qirq inside the cells of a square grid was not already known to the Moors who brought it. The rules are given in the 13th-century book Libro de los juegos.[4] In about 1100, probably in the south of France, the game of Alquerque was adapted using backgammon pieces on a chessboard.[11] Each piece was called a "fers", the same name as the chess queen, as the move of the two pieces was the same at the time.[12]

The rule of crowning was used by the 13th century, as it is mentioned in the Philippe Mousks's Chronique in 1243[4] when the game was known as Fierges, the name used for the chess queen (derived from the Persian ferz, meaning royal counsellor or vizier). The pieces became known as "dames" when that name was also adopted for the chess queen.[12] The rule forcing players to take whenever possible was introduced in France in around 1535, at which point the game became known as Jeu forc, identical to modern American checkers.[4][11] The game without forced capture became known as Le jeu plaisant de dames, the precursor of international checkers.

American checkers (English draughts) has been the arena for several notable advances in game artificial intelligence. In 1951 Christopher Strachey wrote the first video game program on checkers. The checkers program tried to run for the first time on 30 July 1951 at NPL, but was unsuccessful due to program errors. In the summer of 1952 he successfully ran the program on Ferranti Mark 1 computer and played the first computer checkers and arguably the first video game ever according to certain definitions. In the 1950s, Arthur Samuel created one of the first board game-playing programs of any kind. More recently, in 2007 scientists at the University of Alberta[23] developed their "Chinook" program to the point where it is unbeatable. A brute force approach that took hundreds of computers working nearly two decades was used to solve the game,[24] showing that a game of checkers will always end in a draw if neither player makes a mistake.[25][26] The solution is for the checkers variation called go-as-you-please (GAYP) checkers and not for the variation called three-move restriction checkers, however it is a legal three-move restriction game because only openings believed to lose are barred under the three-move restriction. As of December 2007, this makes American checkers the most complex game ever solved.

In Nov 1983, the Science Museum Oklahoma (then called the Omniplex) unveiled a new exhibit: Lefty the Checker Playing Robot. Programmed by Scott M Savage, Lefty used an Armdroid robotic arm by Colne Robotics and was powered by a 6502 processor with a combination of Basic and Assembly code to interactively play a round of checkers with visitors to the museum. Originally, the program was deliberately simple so that the average museum visitor could potentially win, but over time was improved. The improvements however proved to be more frustrating for the visitors, so the original code was reimplemented.[27]

It is played in Turkey, Kuwait, Israel, Lebanon, Syria, Jordan, Greece, and several other locations in the Middle East, as well as in the same locations as Russian checkers. There are several variants in these countries, with the Armenian variant (called tama) allowing also forward-diagonal movement of men and the Greek requiring the king to stop directly after the captured piece.

I am currently implementing something quite similar to checkers. So, I have this table game and there are both white and black pieces. Where there are neither white or black pieces, you dno't have pieces.

First of all, it's worth noting that in checkers, half the squares on the boards can never be used, so you really only need an array of 32 items, not 64. Taking kings into account, you get possibilities from 0 to 4 instead of 0 to 2 (though when I did it, I found it easier to use -3 to +3 instead, so the values for red and black have the same magnitude and opposite signs).

In terms of how to organize the data, I would imagine that an implementation where both the black and white are stored in the same structure would be ideal. You'll have some overhead since storing 2 and 3 in binary require the same amount of memory, though if you're writing checkers, you'll likely need to stored "kinged" data anyway. Having the ability to check if a space is open by performing a single lookup should provide a significant performance benefit.

The Conservancy offers its Chess Lecture & Simul Series at Chess & Checkers House for anyone looking to develop their skills. The series features guidance and techniques from world-renowned chess experts. Chess and checkers game pieces are also available to the public to borrow, free of charge.

The study sample consisted of 10 historians, 10 fact checkers and 25 students. Each participant engaged in a variety of online searches while SHEG researchers observed and recorded what they did on-screen.

In another task, participants were asked to perform an open web search to determine who paid the legal fees on behalf of a group of students who sued the state of California over teacher tenure policies in Vergara v. California, a case that cost more than $1 million to prosecute. (A Silicon Valley entrepreneur financed the legal team, a fact not always mentioned in news reports about the lawsuit.) Again, the fact checkers came out well ahead of the historians and students, searching online sources more selectively and thoroughly than the others.

Wineburg and McGrew observed that even historians and students who did read laterally did not necessarily probe effectively: They failed to use quotation marks when searching for contiguous expressions, for instance, or clicked indiscriminately on links that ranked high in search results, not understanding how the order is influenced by search engine optimization. Fact checkers showed what the researchers called click restraint, reviewing search results more carefully before proceeding.

Objectives:  The aims of our study are firstly to investigate the diagnostic and triage performance of symptom checkers, secondly to assess their potential impact on healthcare utilisation and thirdly to investigate for variation in performance between systems.

Participants:  Publicly available symptom-checkers were identified. A standardised set of 50 clinical vignettes were developed and systematically run through each system by a non-clinical researcher.

Conclusions:  There is wide variation in performance between available symptom checkers and overall performance is significantly below what would be accepted in any other medical field, though some do achieve a good level of accuracy and safety of disposition. External validation and regulation are urgently required to ensure these public facing tools are safe. 2351a5e196

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