Abstract
During a chess game, there are two important resources that each player possesses. One is material i.e., the pieces that are at his3 disposal. The other is the time shown on the clock. Until now, efforts that have been invested in the development of chess programs were mostly directed towards evaluation functions and algorithms for searching the state space, while time management did not receive much attention. In this article we consider six models for time management. We experimented with them and succeeded in improving the performance of such sophisticated programs as R
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