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Subject: Re: K+P ending in practical play

Author: Ernst A. Heinz

Date: 11:31:02 10/27/98

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On October 27, 1998 at 14:18:45, Roberto Waldteufel wrote:
>
> [...]
>
>If your code detects that one side has an unstoppable passed pawn when the
>opponent has only king and pawns left, how do you establish that the opponent
>can't do something nasty like capture one of your pawns on the 2nd rank thereby
>creating a more advanced passed pawn on the 6th rank, or even worse trapping >and
>mating your king with an onslaught of king and several pawns, aided perhaps by
>some squares being blocked by your own pawns? I use an array of bitboards
>indexed by side to move and king position (ie 128 bitmaps) which tells me which
>squares would be "unstoppable" squares for pawns. However, I only use this to
>determine trivial wins when one side has only a bare king, and when prior tests
>have determined that I do not have mating material unless I promote a pawn. I
>think the same quick "unstoppable passed pawn test" might be useful when the
>losing side has some pawns as well, but I never figured out a satisfactory way
>to tell whether the unstoppable passed pawn was enough to be sure of victory or
>not in this more complicated situation. I would be interested to know how you
>handled this.

That's exactly why I said I deem the "square of the pawn" rule as being
too simplistic. :-)

Actually, you only need to account for the Pawn races in your evaluation
function but *not* for possible mating scenarios which should be resolved
by the search in general.

=Ernst=



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