Author: Robert Henry Durrett
Date: 15:32:43 06/19/02
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On June 19, 2002 at 18:21:07, Matthias Gemuh wrote: >On June 19, 2002 at 12:17:28, Robert Henry Durrett wrote: > >> >>Suppose you were an endgame aficionado or you had a good friend who was and you >>wanted to help him/her by providing a first-class endgame engine. What would >>you provide? >> >>What are your thoughts on this? >> >>Here are some thoughts of mine: >> >>Endgames are different from the middlegame in one important way. There is a lot >>of accumulated knowledge about endgames. Much of this has been expressed in >>"rules." For example, if you have an endgame with a rook and a passed pawn, the >>rule is to put your rook behind the passed pawn. Another example, in king and >>pawn endgames, is to use the opposition. The list goes on and on. Of course, >>all rules have exceptions, so concrete analysis is still required. >> >>I would expect an endgame engine to evaluate positions for TYPE often, >>especially whenever an exchange takes place. The set of applicable "rules" are >>generally quite different for different types of endgames. >> >>Searches strategies might also be optimized for each different TYPE of endgame. >> >>Incidentally, an "endgame engine" could be packaged as a subprogram of a larger >>"complete game" chess engine. Whenever the game moved into the endgame phase, >>the endgame subprogram would be kicked in and the middlegame subprogram turned >>OFF. >> >>Just a few thoughts. >> >>Bob D. > > > > >All strong engines already have special routines for all this. Glad to hear it. Not too surprised. I guess the recent threads on "knowledge-based" chess engines made me start thinking about how well suited endgames are to a "knowledge-based" approach, and how poorly middlegames are. Unfortunately, those threads did not give me a warm feeling about the way knowledge was being used. Sounded too simplistic and sub-optimal. Bob D.
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