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Subject: Re: Trapped Piece Problem

Author: Robert Hyatt

Date: 05:33:02 05/14/98

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On May 14, 1998 at 01:07:29, Don Dailey wrote:

>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


I only fix things that are obviously "broken".  The most common trapped
piece has *always* been Bxa2, Bxh2, Bxh7 and Bxa7 winning a pawn, but
getting the bishop trapped.  I don't *ever* make these mistakes as I
have
special code.  I handle the knight case (giving up a piece so that I can
play Nxa8 for example) by simply having a huge negative penalty for a
knight in the corner.  If it can rip the rook *and* get the knight out,
all is well, otherwise, it gets the penalty and refuses to enter into
that
line.

Other cases of trapped/pinned pieces I don't handle specifically,
depending
on deep searches to work those out...



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