Author: Dan Andersson
Date: 08:35:31 06/01/02
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The idea is similar to enumerating the state space in simple endgames. You will select a won or unevaluated state for the attacker and a drawn or unevaluated state for the defender. This will become an exact graph of the state space after the iterations produce no more states. There are a few problems AFAIK. When will you trigger the start of the algorithm? When is it cost effective, size of the graph? How will you limit the enumeration, escape conditions? And it will work much better when you have one attacker and one defender. In an ordinary game search the position might be ambigious as to the eventual outcome and attacker and defender might switch place due to a latent mate threat for example. The idea will work wonders on fortress positions with locked pawns. But for more dynamic positions with distinct conversions, a proof-number search or lambda search will be more efficient. A PN^2 search will find a draw as easily as a win given the right termination conditions. MvH Dan Andersson
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