The focus of recent Artificial Intelligence research into computer chess has been on endgames. These afford the possibility of controlled experimentation, whilst retaining much of the complexity of the full game of chess. This paper discusses some of the specific reasons for complexity in the endgam
A model for the representation of pattern-knowledge for the endgame in chess
β Scribed by M.A. Bramer; M.R.B. Clarke
- Publisher
- Elsevier Science
- Year
- 1979
- Weight
- 931 KB
- Volume
- 11
- Category
- Article
- ISSN
- 0020-7373
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β¦ Synopsis
The endgame in chess has proved surprisingly difficult to program satisfactorily, even in the most elementary cases. This paper presents a model aimed at facilitating the construction of simple algorithms based closely on the chessplayer's knowledge of significant patterns of pieces.
The use of pattern-knowledge is one important aspect of human chess skill; another is the ability to learn from experience.
A methodology is accordingly given by which algorithms constructed using the model can be improved in the light of their practical performance by a systematic process of iterative refinement, whilst retaining the properties of simplicity, compactness and close correspondence to human pattern-knowledge.
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