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Subject: Re: Trapped Piece Problem

Author: Don Dailey

Date: 22:07:29 05/13/98

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On May 13, 1998 at 21:59:41, Howard Exner wrote:

>Some of the games I've managed to win against computers, and these are
>few in comparison to the many defeats I've suffered, contain the theme
>of the "trapped piece". Common themes are Knights trapped in the corner
>and basically pieces that have their mobility stripped.
>
>To illustrate here is a line that I've played from the Crafty vs
>Rebel game from KKup2.
>
>[FEN "8/2N1R3/7p/R4r2/3pkr1P/1P6/2P5/2K2b2 b - - 0 1"]
>
>1... Kf3 2. Rxf5 Rxf5 3. Rd7 Ke4 4. Kd2 Rh5 5. Ne6 Ke5 6. Nxd4 Rxh4 7.
>Nf3+ Ke6 8. Nxh4 Kxd7 9. Nf5 Bh3 10. Nxh6 Be6 11. c4 Kc6 12. Kc3 Kc5 13.
>b4+ Kc6 14. Kd4 Kb6 15. Kd3 Kc6 16. Kc3 Kb6 17. Kd4 Kc6 *
>
>Granted it was played rather quickly so I doubt very much that this
>will transpire in the real game. I took black's side here and had
>Rebel 8 play for white. After the move 10. Nxh6 Rebel thinks its
>position is quite good, but the move Be6 traps the Knight. This kind
>of position is nothing new to the readers here but it made me wonder
>how programmers deal with this type of thing. How can positions were
>pieces get trapped be avoided? I see no way for white to make any
>progress from the above line despite the material plus. Black simply
>has its king prevent the advance of the white pawns.
>
>Would any program play the move 9 ... Bh3 so as to trap the Knight
>if Nxh5?

8/3k4/4b2N/8/8/1P6/2PK4/8 w - -

Whites advantage is pretty small in this position, I see a couple tries
but they lead to draws.  But the point is having some concept of a
trapped piece.  It would not be hard putting this particular pattern
in a chess program but like many other chess principles it becomes
difficult to come up with proper scoring.  Pehaps in similar positions
the knight can be extracted.   In this position extracting the knight
costs a pawn (and half a point.)

The problem isn't so much detecting a pin piece (which of course is
not easy either but  would be useful to do) but figuring out how it
relates to all the other moves and the rest of the game.  Maybe
it's ok, maybe it's not.  As soon as a human see's this position,
he immediately begins to reason about it in a way that computers
do not currently do (as far as I know.)  This becomes critical
and powerful information for the human.  Suddenly things occur
to him, plans to extract the knight,  he knows exactly where the
king must be to extract it, or he reasons that the bishop might
be forced to defend thereby freeing the knight.  And he considers
the repercussions of all of this and knows how to integrate the
whole process into a serious of quality moves.   But the computer
does not even really know the knight is trapped!  As far as the
computer is concerned, h6 is the best square for the knight since
the other squares lose it.  And that's all it cares about.  It
of course knows other squares are better but it is completely
isolated from this knowledge because the search says it's not
relevant here!   Cool and efficient in a way.  Do not worry about
something you cannot have!

Several years ago, Rexchess (on route to winning a human tournament)
captured a rook on a8 getting its knight trapped.  It was the classical
computer "blunder"  because material had been sacrafice in order
to "win" the rook.   To save the knight, Rex suddenly woke up and
began a "reign of terror" on it's poor unsuspecting opponent. It
began a beautiful and furious attack which quickly won
the game.  I recognized immediately that it was the horizon affect
kicking in with a vengance and vowed right then and there I would
fix this problem right away.

But after looking at the game later,
it became quite clear that the whole plan was quite sound!  The
rook was completely takeable although most of us watching
laughed (except for me, my heart broke) when the computer played
this "silly move."   This game made me see the horizon affect problem
from another perspective.  In a sense there is no such thing as
the horizon affect, or if you prefer it's an artificial concept
we made up to explain the way we humans look at it.  If this is
unclear, let me state it another way.  Every single move searched
by a chess program (except ones ending game theoreticially) are
horizon affect moves, but we only use that terminology when WE
see something the computer doesn't.  We never call it horizon
affect when the computer gets gradually outplayed.

I was fascinated by the fact that the computers extreme naivety
is what caused it to win.   It's like the fighter who doesn't
know he's supposed to lose and so goes on to win.

I've discovered over time that the computer seems to make this
decision correctly most of the time.  This is due to greater
search depths.  I remember Bob Hyatt telling me that early Blitz
program had this rule and it was useful, later he felt like it
hurt the program.  I can believe this.

So many programs do have trapped piece code in them, but I really
doubt they are really integrated very well into the overall
strategic decision making, they are probably more prophylactic
in nature.

- Don



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