Author: Don Beal
Date: 10:19:07 10/27/98
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On October 27, 1998 at 06:04:02, Mike Stoker wrote: >[snip] > >Vast savings in calculations can be obtained by working out general rules to >accomplish the lowest level goals. For example in "Queening a Pawm", a program >needs to work out the rules that if a Pawn is closer to the queening square than >a king, then it just needs to push the Pawn, otherwise, it needs to support the >pawn with the king, by taking the "Opposition" etc. > >As a challenge to all chess programmers, it would be interesting to see if >anyone can derive the rules required to promote a pawn without it being >captured, based solely on a knowledge of the legal game moves. This one of the >most simplistic chess positions, but obviously not a trivial task. However, if >we can accomplish this, I believe it will be a giant leap forward in the quest >for more intelligent computer programs. I agree with the statement about difficulty of doing this kind of thing in general. It is very worthwhile but gets rapidly harder if you try to go beyond pushing a single passed pawn. In fact the particular challenge you propose was already accomplished in 1977. And you are right - it is not trivial. It would be a considerable challenge to extend it to multiple pawns. If anyone would like to try this, I suggest looking at: "The construction of economical and correct algorithms for KPK" In: Advances in Computer Chess 2, Ed M.R.B.Clarke, EUP, 1980. Don Beal
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