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Santos Gerardo Lazzeri (Santos Gerardo Lázzeri Menéndez),
a Mexican chess player and computer scientist at Universidad de las Américas Puebla. Lazzeri holds a degree in computer systems engineering from the Universidad de las Américas Puebla, and MSc. and Ph.D. in CS from George Washington University, Washington, D.C..

His research interests covers AI topics, such as logic programming, Fuzzy logic and case-based reasoning, and he applied those techniques to produce a consultant system for strategic advice in chess middlegame positions.
Santos Gerardo Lazzeri [1] [2]


Abstract from ICONCHESS: an Interactive CONsultant for CHESS middlegames [3]
Ever since Shannon [4] published his proposal for a chess playing program, most programs have followed the brute force approach to chess, which relies on searching a large number of possible chess positions in order to produce a move that is appropriate for a given chess position. Programs that have dominated the computer chess scene through the years, such as those described in Marsland [5], rely primarily on fast search-based algorithms and/or special purpose chess hardware rather than on an intensive application of knowledge.

A few systems have used a knowledge-based approach to deal with chess positions. Unfortunately, these programs [6] [7] have been able to deal only with very limited subsets of the game. The problem of teaching chess has also been rarely explored. In addition to the canned tutorials found with several commercial chess programs, the intelligent tutoring system UMRAO [8], and the Chessmaster's natural language advisor, while limited, are perhaps the most representative examples of the application of artificial intelligence (AI) techniques for teaching chess. Despite the limited effort in this direction, cognitive psychology research suggests the importance of different factors, such as inexact pattern recognition [9], and high-level knowledge which have been successfully handled by AI techniques, such as case-based reasoning (CBR) [10], and fuzzy logic in the creation of learning environments in other fields. ICONCHESS combines some of these techniques in a learning environment for chess middlegames.

Selected Publications

[11] [12] [13]

External Links


  1. ^ Ajedrez en Mexico: El Dr Santos Gerardo Lazzeri M. en Chile, June 10, 2009 (Spanish)
  2. ^ In a conversational talk Lazzeri illustrated the concepts used in his doctoral thesis to produce strategic advice to middle game positions in chess
  3. ^ Santos Gerardo Lazzeri and Rachelle Heller (1996). ICONCHESS: an Interactive CONsultant for CHESS middlegames. Proceeding ICLS '96
  4. ^ Claude Shannon (1949). Programming a Computer for Playing Chess. pdf from The Computer History Museum
  5. ^ Tony Marsland (1990). A Short History of Computer Chess. Computers, Chess, and Cognition
  6. ^ David Wilkins (1980). Using patterns and plans in chess. Artificial Intelligence, vol. 14, pp. 165-203. Reprinted (1988) in Computer Chess Compendium
  7. ^ Jacques Pitrat (1977). A Chess Combination Program Which Uses Plans. Artif. Intell. 8(3) 275-321
  8. ^ Dinesh Gadwal, Jim Greer, Gordon McCalla (1991). UMRAO: A Chess Endgame Tutor. ARIES Laboratory, Department of Computational Science, University of Saskatchewan, IJCAI-91, pdf
  9. ^ Adriaan de Groot (1965, 1978). Thought and Choice in Chess. Mouton & Co Publishers, The Hague, The Netherlands. ISBN 90-279-7914-6, amazon, google
  10. ^ Christopher K. Riesbeck and Roger Schank (1989). Inside Case-based Reasoning. Northvale, NJ, Erlbaum, google books
  11. ^ DBLP: Santos Gerardo Lazzeri
  12. ^ DBLP: Santos Gerardo Lázzeri Menéndez
  13. ^ ICGA Reference Database (pdf)

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