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Subject: Re: pawn endgame position + the "eval-guides-search"-idea

Author: Gerrit Reubold

Date: 10:45:24 01/23/01

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On January 22, 2001 at 16:02:56, Robert Hyatt wrote:

<big snip>

>The problem is endgame knowledge.  A program _ought_ to know that if you have
>a passer, then trade pieces to reach a won ending.  Only in this case, that
>heuristic back-fires as it is black who ends up winning.  This is a _tough_
>exception to handle...
>
>although a GM would tell you instantly "No I won't trade queens..."

Hello all,

I think stating that a GM would know instantly that trading queens lose is
misguiding. One tempo decides whether the queen exchange loses or wins. Both a
GM and a chess engine should calculate here and not simply trust their
evaluation. Of course, "tell you instantly" could mean that the GM did the
calculations unconsciuosly and super-fast, but I don't think it was meant this
way.

Consider the following changes to the position after blacks 45.th move:

(a) if the black a-pawn were on a6 instead of a5: 46. Qe6+ wins, but it is not
obvious.
(b) if the white King were on g2 instead on h1: 46. Qe6+ wins, even less
obvious.

I hope my analysis is OK, I have no chess board or chess engine at hand to check
it, but the variations should be simple (if I remember my analysis of yesterday
night correctly).

Of course it would be nice when the evaluation "sees" that the black b-pawn is
dangerous, but IMO the search *must* verify that. Too much guessing might be
harmful :-)

Maybe the evaluation should guide the search, e.g. when the evaluation sees that
there is a dangerous passer in a pawn endgame, it could tell the search to
extend moves of this passer. It would be easy to extend this to candidate
passers, or to the candidate passer's neighbour pawn, or ...
(BTW: in the middlegame: when the eval detects king safety problems, it could
guide the search to exploit them... nice!)

The "eval-guides-search"-idea is certainly not new and more likely than not just
one of the ideas which *don't* work, but I think I will try it in my engine.

Now it becomes slightly off-topic:
That "eval-guides-search"-thing seems to be the way humans solve this kind of
position, they know that the b-pawn is dangerous and don't care about black
moves other than moving the dangerous pawn and its helper (the a-pawn). You have
surely seen humans "analyse" these positions: they count 1 (a4), 2 (b3), 3 (b2),
4 (b1=Q) and since white needs more than 4 moves to promote a pawn, black wins.

Hope this makes sense,

Greetings,
Gerrit





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