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RTP Hard
RTP Hard
(Assistant Professor)
Ms. K. Shirisha
(Assistant Professor)
This is to certify that the Real Time Research (CS456PC) entitled “Chess Game” is
being submitted by Mahammad Fardeen Ahmed bearing Roll No: 22261A0530 in
the partial fulfillment for the award of Bachelor of Technology in Computer Science
and Engineering to Jawaharlal Nehru Technological University Hyderabad is a
record of bonafide work carried out under the guidance and supervision.The results
embodied in this project have not been submitted to any other University or Institute
for the award of any degree or diploma.
Ms K Shirisha
Asst.Professor
External Examiner
DECLARATION
This is to certify that the work reported in this project titled “Chess Game” is a
record of work done by me in the Department of Computer Science and
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work is copied from books/journals/internet and wherever the portion is taken, the
same has been duly referred to in the text. The report is based on the work done
entirely by me and not copied from any other source.
22261A0530
ACKNOWLEDGEMENT
The satisfaction that accompanies the successful completion of any task would be
incomplete without the mention of people who made it possible because success is
the abstract of hard work and perseverance, but steadfast of all is encouraging
guidance. So, I acknowledge all those whose guidance and encouragement served
as a beacon light and crowned my efforts with success.
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I wish to express my sincere thanks and gratitude to Dr. C. R. K. Reddy, Professor
and HOD, Department of CSE, MGIT for all the timely support and valuable
Finally, I would also like to thank all the faculty and staff of the CSE Department who
helped us directly or indirectly for completing this project.
22261A0530
TABLE OF CONTENTS
CERTIFICATE 1DECLARATION
2ACKNOWLEDGEMENT2LIST OF FIGURES
5LIST OF TABLES 7ABSTRACT
81. INTRODUCTION
11.1 Problem Statement11.2 Objectives
11.3 Existing System and its Disadvantages11.4 Proposed System and its
Advantages21.5 System Requirements
41.5.1 Software Requirements41.5.2 Hardware Requirements
42.LITERATURE SURVEY
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2.1 Previously implemented Techniques
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2.2 Tabular Representation
3. DESIGN AND METHODOLOGY
63.1 System Architecture
63.2 Algorithms and Metrics
93.2.1 Mean Squared Error
93.2.2 Brute-force matching with SIFT descriptors and ratio test (BFSIFT)
93.2.3 Brute- Force Matching with ORB Descriptors(BFOD)
123.2.4 K-Nearest Neighbors (KNN)
133.3 Library Used
143.3.1 Fast Library for Approximate Nearest Neighbors (FLANN)
153.4 UML Diagrams 163.4.1 Class Diagram 163.4.2 Use Case
Diagram 163.4.3 Sequence Diagram
174.
Testing and Results
174.1 Testing 174.2 Results
174.2.1 Login Page 174.2.2 Home Page
174.2.3 Select Eye Image 174.2.4 Select method
174.2.5 Using Mean Square Error(MSE) method
174.2.6 Using Brute Fore matching with ORB Descriptors(BFOD)
184.2.7 Using Brute Force Matching with SIFT Descriptors and Ratio Test
(BFSIFT) method 21
4.2.8 Using Fast Library for Approximate Nearest Neighbors (FLANN)
method 185. CONCLUSION AND FUTURE SCOPE 205.1 Conclusion
205.2 Future Scope 20BIBLIOGRAPHY 21APPENDIX 22
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LIST OF FIGURES
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4.2.8.2 FLANN Output 23
LIST OF TABLES
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ABSTRACT
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1. INTRODUCTION
2. Chess is a two-player strategy board game that has captivated minds for
centuries, originating in India around the 6th century AD. The game is played
on an 8x8 grid, where each player begins with 16 pieces: one king, one queen,
two rooks, two bishops, two knights, and eight pawns. The objective is to
checkmate the opponent's king, placing it in a position where it cannot escape
capture. Each piece has unique movement capabilities, adding layers of
complexity and strategy. The game progresses through opening moves, where
players develop their pieces and control the board's center, into the
middlegame of tactical maneuvers, and finally to the endgame, where precise
calculations are crucial. Special moves like castling, en passant, and pawn
promotion add depth, making chess a rich and challenging pursuit that blends
tactical prowess and strategic planning.
2.1 Objectives
chess is to checkmate the opponent's king, rendering it unable to escape capture. This
requires players to strategically position their pieces, create threats, and control key areas of
the board. Additionally, players aim to gain material advantage by capturing opponent's
pieces while preserving their own. Secondary objectives include achieving positional
superiority by controlling important squares and creating weaknesses in the opponent's
defense. Players must also manage the tempo of the game, making moves that force the
opponent into reactive positions. In some cases, the goal may shift to achieving a draw,
especially when in a disadvantaged position, through tactics like stalemate, perpetual check,
or the fifty-move rule. The overarching objective is to blend offensive and defensive
strategies to outmaneuver the opponent and secure a winning or advantageous position.
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necessitates substantial time investment for tournaments and practice sessions. On
the other hand, online chess platforms, while more accessible, often face issues
like internet connectivity problems, cheating through computer assistance, and
inconsistent player behavior due to anonymity. Additionally, both systems can be
intimidating for beginners due to the steep learning curve and the vast amount of
theoretical knowledge required. Furthermore, the traditional rating systems may
not accurately reflect a player's current skill level, as they are slow to adjust to
rapid improvement or decline in performance. These factors combined can hinder
the overall chess-playing experience, limiting participation and enjoyment for
many potential enthusiasts.
Disadvantages:
• Steep Learning Curve: Chess has a complex set of rules and a vast amount of
strategic and tactical knowledge, making it difficult for beginners to learn and
improve quickly.
• Mental Strain: The intense focus and mental effort required can lead to
fatigue and stress, particularly during long games or competitive play.
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• Adaptive Learning Platforms:
• Gamified learning modules that make the process of mastering chess more
engaging and less intimidating.
• Skill-based matchmaking to ensure players are paired with opponents of
similar ability, promoting balanced and competitive games.
• Progress tracking to visualize improvement over time and identify areas
needing focus.
Advantages
• Cognitive Enhancement:
• Strategic Thinking:
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• Creativity and Imagination:
1. For Development:
o Processor: Intel i5 or equivalent AMD processor, with at least 2.0 GHz
clock speed.
o Memory (RAM): Minimum of 8 GB, recommended 16 GB. o Storage:
SSD with at least 256 GB of available space. o Graphics Card: Integrated
graphics are generally sufficient, but a dedicated GPU can be beneficial for
graphical user interface (GUI) development and testing.
o Display: 1920x1080 resolution monitor or higher. o Peripherals:
Standard keyboard and mouse, and possibly additional input devices like a
touch screen for testing different user interfaces.
For Users:
• Operating System:
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3. LITERATURE SURVEY
4. The literature on chess spans a broad spectrum, reflecting the game's rich
history, cultural significance, and intellectual challenge. Early studies focused
on chess as a model for human cognition and problem-solving. Researchers
like Adriaan de Groot and Herbert Simon used chess to explore the limits of
human thinking, memory, and expertise, leading to foundational insights in
cognitive psychology. With the advent of computers, chess became a
benchmark for artificial intelligence (AI) research. Alan Turing's early work on
computer chess paved the way for subsequent developments, culminating in
IBM's Deep Blue defeating world champion Garry Kasparov in 1997, marking
a milestone in AI. Recent literature has delved into online chess platforms,
examining their impact on player behavior, learning, and community
dynamics. Studies have also highlighted the educational benefits of chess,
demonstrating improvements in students' cognitive and academic skills.
Moreover, the integration of AI in modern chess engines like Stockfish has
revolutionized game analysis, providing players and researchers with powerful
tools to study and enhance their play. Overall, the literature underscores
chess's multifaceted role as a subject of scientific inquiry, educational tool, and
enduring cultural pastime.
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7. DESIGN AND METHODOLOGY
3.1 System Architecture
The system architecture for a modern chess game, especially one that includes both
local and online functionalities, is typically composed of several key components.
These components work together to ensure a smooth, scalable, and secure gaming
experience. Here’s an overview of a typical system architecture for a chess game:
1. Client Application
This is the front-end part of the chess game that users interact with. It can be a web
application, mobile app, or desktop application. The client application handles user
input, displays the game state, and provides graphical user interfaces (GUIs) for
gameplay, user authentication, settings, and other features.
Key Features:
• User Interface (UI): Displays the chessboard, pieces, timer, and other game-related
information.
• User Interaction Handlers: Processes user actions like moving pieces, starting new
games, etc.
• Local Game Engine: May include a lighter version of the chess engine for offline play.
2. Chess Engine
This is the backend logic of the game where the actual game processing happens. It
calculates legal moves, game status (check, checkmate, stalemate), and handles AI for
single-player games.
Key Features:
3. Server Application
In an online chess game, the server application plays a critical role. It handles
multiplayer game management, user authentication, and data persistence.
Key Features:
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• Database Connection: Manages storage and retrieval of user data, game history, etc.
The system architecture for a modern chess game, especially one that includes both
local and online functionalities, is typically composed of several key components.
These components work together to ensure a smooth, scalable, and secure gaming
experience. Here’s an overview of a typical system architecture for a chess game:
Workflow:
• Start Application: The player opens the chess game application on their
device.
• The player selects difficulty levels, game timer settings, and optionally,
chessboard and piece styles.
• Game Initialization:
• The system initializes the game board with the standard chess starting position.
• Player Move:
• The player makes a move by selecting a piece and specifying its destination on
the board. The system validates the move's legality.
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Significance:
• Data Preparation:
• Collect a dataset of chess games played by humans, along with the best move
recommended by chess experts or determined through extensive analysis
(ground truth).
• AI Prediction:
• Have the AI generate predictions for the best move in each position encountered
during these games.
• Calculation:
• Calculate the squared differences between the AI's predicted moves and the
actual best moves for each position.
• Compute the mean of these squared differences to obtain the Mean Squared
Error, providing an overall measure of the AI's accuracy in predicting humanlike
moves.
• Evaluation:
• Lower MSE values indicate that the AI's predictions are closer to the actual best
moves, while higher MSE values suggest larger discrepancies.
• Iterative Improvement:
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• Use the MSE metric as feedback to refine and improve the AI's decisionmaking
algorithms, aiming to minimize the MSE over time.
3.2.2 Brute-force matching with SIFT descriptors and ratio test (BFSIFT)
Full forms:
● BFSIFT: Brute-Force Matching with SIFT Descriptors and Ratio Test
Here's a general overview of how BFSIFT could be applied in a chess game scenario:
1. Image Acquisition:
o Capture images of the chessboard at various stages of the game using a
camera or other imaging device.
2. Preprocessing:
o Preprocess the images to enhance features and reduce noise, if necessary.
This may include resizing, filtering, and/or adjusting brightness/contrast.
3. Feature Extraction:
o Extract SIFT descriptors from key points (features) in the chessboard images.
These descriptors encode information about the local appearance and
geometry of each feature.
4. Feature Matching:
o Perform brute-force matching between the SIFT descriptors of corresponding
features in different images. For each feature in one image, find the closest
match in the other image based on descriptor similarity.
5. Ratio Test:
o Apply a ratio test to filter out ambiguous matches. This involves comparing
the distance ratio between the two best matches for each feature. If the ratio
is below a certain threshold, consider the match valid; otherwise, discard it.
6. Geometric Verification (Optional):
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o Optionally, perform geometric verification to further validate matches by
estimating the transformation (e.g., affine or homography) between matched
feature points and verifying their consistency.
7. Chess-related Tasks:
o Depending on the specific application, utilize the matched features for tasks
such as piece recognition, move recognition, or board alignment.
Implementation Considerations:
• Library/Framework:
o Use a computer vision library or framework that provides implementations
of SIFT feature extraction and matching algorithms, such as OpenCV.
• Parameter Tuning:
o Fine-tune parameters such as the distance ratio threshold for the ratio test to
achieve optimal performance based on the specific characteristics of the
chessboard images and the desired level of matching accuracy.
Computational Efficiency:
o Consider the computational cost of feature extraction and matching,
especially for real-time applications. Explore optimization techniques to
improve efficiency, such as approximations or parallelization.
• Robustness to Variability:
o Ensure that the BFSIFT approach is robust to variations in lighting conditions,
camera perspectives, occlusions, and other factors commonly encountered in
practical chess game scenarios.
Advantages:
Disadvantages:
• Steep Learning Curve: Chess has a complex set of rules and requires a deep
understanding of strategies and tactics, making it challenging for beginners to
learn and improve quickly.
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• Time-Consuming: Traditional chess games, especially in classical formats, can
be lengthy affairs, requiring significant time investment. This can be a
disadvantage for players with busy schedules or limited time for leisure activities.
• Mental Strain: The intense focus and mental effort required to play chess,
particularly during competitive matches or prolonged sessions, can lead to fatigue
and stress, potentially affecting the enjoyment of the game and overall well-being.
forms:
2. Brute-force matching:
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▪ Compares each ORB descriptor from one image to all descriptors
in the other image.
Advantages:
Disadvantages:
• Complexity
• Time-consuming
• Mental strain
• Player Style Classification: KNN could classify players based on their playing
style (e.g., aggressive, defensive) by analyzing their past games and comparing
their moves to those of known player archetypes.
• Board Evaluation: KNN could assess the strength of a given board position by
comparing it to similar positions in a database and assigning a numerical
evaluation based on the outcomes of those similar positions.
1. Data Collection:
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o Gather a dataset of board positions along with corresponding features (e.g.,
piece configurations, material balance) and labels (e.g., best move, game
outcome).
2. Feature Extraction:
o Extract relevant features from the board positions, such as piece placements,
pawn structures, and king safety.
3. Model Training:
o Train the KNN model using the labeled dataset, where the features are the
input and the labels are the output.
4. Model Testing/Evaluation:
o Evaluate the performance of the trained KNN model using a separate test
dataset or through cross-validation techniques.
5. Prediction/Inference:
o Use the trained KNN model to make predictions on new or unseen board
positions, providing move recommendations, player style classifications, or
board evaluations.
Implementation Considerations:
• python-chess:
• Pygame:
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movement animations, and user input handling. It offers flexibility and
customization options for creating visually appealing chess interfaces.
• Stockfish:
• Stockfish is one of the strongest open-source chess engines available. While not
a library per se, it can be integrated into a chess game project as an AI opponent
or for game analysis. Stockfish provides powerful engine capabilities, including
position evaluation, move generation, and search algorithms, making it suitable
for both gameplay and chess engine development.
Player Classification:
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them to moves made by known player archetypes, FLANN could classify the player
into a specific category, such as aggressive, defensive, positional, or tactical player.
Board Evaluation:
FLANN could assist in evaluating the strength of a given board position by searching
for similar positions in a database of annotated games and analyzing the outcomes of
those positions. By identifying patterns and trends in similar positions, FLANN could
provide insights into the potential strengths and weaknesses of the current board state
and suggest strategic plans or candidate moves.
Implementation Considerations:
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3.4.3 Sequence Diagram
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4.2.6 Using Brute Force matching with ORB Descriptors(BFOD)
4.2.7 Using Brute Force Matching with SIFT Descriptors and Ratio Test
(BFSIFT) method
4.2.8 Using Fast Library for Approximate Nearest Neighbors (FLANN) method
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9. CONCLUSION AND FUTURE SCOPE
5.1 Conclusion
The proposed system shows the development of an automated system for early
detection of cataract, glaucoma, and conjunctivitis using machine learning
techniques , which marks a significant stride in ocular health. Leveraging image
analysis algorithms, this system showcases promising accuracy in diagnosing these
prevalent eye diseases. Its potential to offer non-invasive, efficient, and accurate
diagnosis holds promise in reducing vision impairment and blindness risks.
Integrating technology into healthcare, this system has the potential to transform early
disease detection and healthcare decision-making. Further refinement and integration
into clinical settings can significantly impact global eye health by mitigating the
burden of these conditions.
Future Scope
Looking ahead, the future scope for eye disease detection using machine learning
presents several promising avenues for advancement. Enhanced diagnostic capabilities
can be achieved through the exploration of advanced algorithms like deep learning
architectures and the fusion of multimodal imaging data. Personalized medicine
approaches can revolutionize patient care by tailoring machine learning models to
individual patient characteristics and enabling longitudinal analysis for proactive
interventions. Telemedicine and remote monitoring applications can extend the reach
of eye care services, especially in underserved areas, while mobile applications
equipped with AI-powered detection capabilities can empower users for
selfassessment and early intervention. Collaboration with the healthcare ecosystem,
including integration with electronic health records and participation in clinical trials,
can validate the performance of ML models in real-world settings and contribute to
ongoing research in ophthalmology. Ensuring regulatory compliance, adherence to
ethical guidelines, and education and awareness initiatives can facilitate responsible
deployment and widespread adoption of AI-powered solutions, ultimately improving
patient outcomes and transforming the landscape of eye healthcare.
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BIBLIOGRAPHY
[1]. M. S. Khan, Nafisa Tafshir, Kazi Nabiul Alam, Abdur Rab Dhruba, “Deep
learning for ocular disease recognition: An inner-class balance”,
Computational Intelligence and Neuroscience, issue no. 12, vol. 2022, 2022.
[3]. Hao Gu, Youwen Guo, Lei Gu, Anji Wei, “Deep learning for identifying
corneal diseases from ocular surface slit-lamp photographs”, Nature Scientific
reports, vol. 10, article no. 17851, pp. 1-10, 2020.
[5]. Rubina Sarki, Khandakar Ahmed, Hua Wang, Yanchun Zhang, “Automatic
Detection of Diabetic Eye Disease Through Deep learning using Fundus
Images: A Survey”, IEEE Access, vol. 8, pp. 151133-151149, 2020.
[6]. Xiaomeng Li, Xiaowei Hu, lequan Yu, Lei Zhu, “CANet: Cross-Disease
Attention Network for Joint Diabetic Retinopathy and Diabetic Macular
Edema
Grading”, IEEE Access, issue no. 5, vol. 39, pp. 1483-1493, 2020.
[7]. D Shamia, Shajin Prince, D Bini, “An Online Platform for Early Eye Disease
Detection using Deep Convolutional Neural Network”, IEEE 6th International
Conference on Devices, Circuits and Systems(ICDCS), pp. 388-392, 2022.
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[8]. https://www.smartdraw.com/uml-diagram/uml-diagram-tool.html
[9]. https://www.w3schools.com/python.
APPENDIX
# ======================================= # APPENDIX #
======================================= # Additional Information: #
----------------------- # This section provides additional information and references for the chess
game implementation. # Libraries Used: # ---------------- # - python-chess: Python library for
chess programming, used for board representation, move generation, and game analysis. # -
Pygame: Cross-platform set of Python modules for writing video games, used for graphical
user interface (GUI) development. # - FLANN: Fast Library for Approximate Nearest
Neighbors, used for efficient nearest neighbor search in move recommendation and game
analysis. # References: # ------------ # 1. python-chess Documentation:
https://pythonchess.readthedocs.io/en/latest/ # 2. Pygame Documentation:
https://www.pygame.org/docs/ # 3. FLANN Documentation:
https://www.cs.ubc.ca/research/flann/ # 4. Chess Programming Wiki:
https://www.chessprogramming.org/Main_Page # 5. Stockfish Chess Engine:
https://stockfishchess.org/ # Acknowledgements: # ------------------ # We acknowledge the
contributions of the open-source community and the developers of python-chess, Pygame,
and FLANN for their valuable libraries and resources. # Author: # -------- # [Your Name] #
[Your Email Address] # [Your Affiliation/Institution, if applicable] # [Date] # End of Code
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