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Subject: Re: K+P ending in practical play

Author: Roberto Waldteufel

Date: 14:46:59 10/27/98

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On October 27, 1998 at 14:31:02, Ernst A. Heinz wrote:

>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=

I think it get's even more complicated because even if you have an unstoppable
passed pawn that can queen two or three moves before an opponent could possible
promote a pawn, you could still end up with a lost position if the opponent has
a mass of advanced passed pawns where you can only delay one of them queening by
a series of checks that ultimately end, wherupon the opponent may have achieved
a winning Q+P ending with a remaining advanced passed pawn.

Nonetheless, I think maybe the old "square of the pawn" rule might make a good
pruning heuristic at nodes in the main search close to the frontier, like you
discuss in your excellent paper on pruning techniques at frontier, pre-frontier
and pre-pre-frontier nodes. I can't help thinking that I am wasting the
potential of this easily computed test by only usig it when the opponent has a
bare king. Even if the side to move has many pawns and its king opposing a
single enemy (unpassed) pawn as well as having the unstoppable passed pawn, my
search continues to explore more plies instead of simply terminating the search
and scoring it as a win, which is what I think it ought to do, if only I could
think of a good way to weed out the exceptions. I once tried to score it as a
win only if the opponent had no passed pawn, but this also proved inadequate
because sometimes a passed pawn can be created by a breakthrough combination or
simply by a king gobbling up pawns.

You said you use a sophisticated K+P evaluation. I assume this understands about
passed pawns and the "square of the pawn". How does it recognise when such a
"trivial" win really is trivial, and when it is an exception?

Best wishes,
Roberto



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