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Subject: Fortress Detection

Author: Ingo Lindam

Date: 16:13:00 12/10/02

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On December 10, 2002 at 18:53:21, Mike S. wrote:

>Maybe it should be called "The Mig Fortress" better, because it'S Mig's
>comprehensive analysis of game no. 6 of the Bahrain match which ends with this
>position:
>
>[D]8/5k1p/5q2/8/1R6/6P1/5P2/6K1 b - - 0 45
>
>White's rook can go to f4 or h4, and "Black has no way through the fortress."
>
>http://www.chessbase.com/images2/2002/bahrain/games/mig6.htm (see after the last
>move on the bottom of the page)
>
>I think the fortress idea is something especially difficult for chess programs,
>because it's very "general", IOW not related to a special pattern or material
>balance.
>
>I wonder if an idea from the incomplete tbs. problem could be used to detect
>fortresses: With the pawn just before the promotion, but the tablebases for the
>resulting material missing, the idea was like: "If it's # in 14, but one move
>later *not* # in 13 or less, then there must be something wrong and I have to
>promote the pawn (even if the eval is less than mate then, at first)."
>
>The situation is somewhat similar in a fortress position, when one side has a
>more or less huge material advantage (which would normally be capable of
>winning), but can't make any significant progress for a long series of moves.
>
>Testing such a detection would probably require to have the engine actually play
>some f moves, so the engine could recognise that there is no progress...
>Although, with usual search depths of ~12 or more plies (+ extensions), maybe
>that is sufficient for the idea too.
>
>Are there engines known to have a fortress detection?
>
>Regards,
>M.Scheidl

Hi Mike,

I don't know an engine having a fortress detection (but that doenn't mean that
there isn't any).

But couldn't it be a possible way to implement a fortress detection to force the
engine to have atleast a single winning plan (not able to detect being
impossible) to make a wining score valid?

In this special position the would be only three candidates for a winning plan.

1) winning the white rook
2) letting the h pawn pass to h1
3) mate the white king

it should be easy to judge for the engine that 1) and 2) are well defended by
playing Rf4-h4-f4....

for showing that 3 is impossible also
one could introduce jump-moves (means a piece can jump everywhere in a single
move when it can reach this square in N moves) or even show just by floodfilling
without jump-moves (?) that here the black king can reach the squares necessary
to reach for making a mate possible.

Ofcourse this is just brainstorming.

Internette Gruesse,
Ingo



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